Class. 

wljV 'E — 



- 



9Z 




BY HERR SZEN 



OF HUNGARY. 




THE PLAYER MOVING FIRST, WHETHER WHITE, OR BLACK, 
TO WIN THE GAME BY FORCE. 
(AVHITE'S THREE PAWNS ARE ADVANCING UPWARDS.) 
For Solutio?i, see page 289. 



THE ART OF CHESS-PLAY 



NEW TREATISE 



GAME OF CHESS. 



BY 

GEORGE^WALKER. 



FOURTH EDITION. 

LONDON: 
SHERWOOD, GILBERT, & PIPER, 

PATERNOSTER ROW. 



ON 



$V 1 4-46 



LONDON : 

gilbert and rivington, printers, 
st. John's square. 



MEMBERS 



ST. GEORGE'S CHESS CLUB, 



THIS WORK 



RESPECTFULLY DEDICATED, 



THE AUTHOR. 



PREFACE TO FOURTH EDITION. 



When the first edition of this Treatise presented itself to 
public notice, in the spring of 1832, it was remarked by 
me, as matter of general surprise, that while Chess was then 
so much more practised in England than formerly, no really 
scientific compendium of the game, at a price to come 
within the reach of Chess-players of every class, had as yet 
made its appearance. Books on the subject there certainly 
were ; but these consisted either of expensively printed 
volumes, — got up in many cases like Peter Pindar's razors, to 
sell ; — or of mere paste-and-scissors pamphlets, — interspersed 
with the occasional lucubrations of writers pretending to 
teach that which it was evident they had themselves yet to 
learn ; — together with the compilations of Sarratt, who, 
although the first English Chess-player of his time, was too 
regardless of personal reputation, to write for the advantage 
of any one created thing, beyond his own pocket ; — and the 
greater part of whose works, printed in the first instance as 
ingenious modes of taxing his patrons, as the phrase runs, 
" by subscription," are consequently in the present age to be 
found commonly strewn, at waste-paper assessment, upon 
the book-stalls of our metropolis. To supply, then, this 
admitted desideratum, and, in so doing, to promote an 
increased cultivation of the most scientific exercise for the 
mental faculties ever invented, were the chief motives which 
first brought me into the field, as a Chess-author. The 



vi 



PREFACE. 



result of the experiment has proved the correctness of my 
anticipations ; still further borne out, by the subsequently 
springing- into light and life, of the several neat and comely 
Chess-guides, now sailing pleasantly in my wake. I hail 
with gratitude the public voice of approbation, expressed 
in the demand for third and fourth editions ; and I proceed 
to acknowledge the compliment somewhat after the fashion 
of the stage-singer, who responds to a " triple encore " of his 
successful lyric, not by repeating the same song verbatim, 
but by the substitution of another, and, as he deems, — 

A BETTER. 

It has been well spoken, that " a little volume is a good 
thing." I hope The Treatise has not forfeited its claim to 
this title, though assuming so comparatively substantial an 
appearance, upon the present occasion ; and hoisting its 
bold flag as " The Art of Chess-play." " Mine proder 
is von great boet," shouts the Dutchman ; " he hab written 
a pook, as pig as dis cheese." Far, very far from me, be the 
plaudits of Mynheer. But I have considered, that the rapid 
advance made by Chess during the last ten years, in public 
favour, might now well warrant the production of a work, 
sufficiently comprehensive, to deserve, really, the character 
of a tolerably complete synopsis, — especially if printed in a 
form suitable to the day in which we live — a day which may 
be fairly termed the golden age of literature, from the 
immense range of low-priced books of the highest class, 
presented to meet the wants of the million ; — a day in which 
thinking men rejoice to see that our first writers, no longer 
considering it infra dig. to publish in a portable form, — strive 
proudly foremost, in the honourable race, to feed the craving 
spirit with knowledge at cheap cost. Authors upon, every 
subject are now forced, by the public voice, to condense 
their ideas into honest limits — to inflict their tediousness 
in moderation. Quartos shrink into octavos — folios fall to 
duodecimos. The increased number of purchasers compen- 
sate for the reduction of charges, and so ravenous is our 
appetite for at least a smattering of scientific information, 



PREFACE. 



vii 



that the stream of twice ten thousand volumes, poured forth 
uninterruptedly from the press, upon every conceivable 
theme, can never satiate the mind's eternal cry of " give !" 

In the composition of this manual on the Art of Chess- 
play, the best authorities, ancient and modern, have been 
diligently consulted, and their various deductions and 
opinions compared with the actual practice of the most 
eminent Chess-professors of the present era. Several open- 
ings of the game are here developed, which, though formerly 
pronounced hazardous, if not ruinous, as the Muzio Gambit 
for instance, have been analyzed by modern skill, and proved 
to be perfectly sound ; while others, long established as 
favourites, have been rejected by more matured experience, 
as dangerous and imperfect. Much new matter has insen- 
sibly crept in, during the progress of complete revision, and 
for many — very many — valuable additions, I am indebted to 
the kindness of Chess-playing friends ; not to be invidiously 
particularised. Every Chess-repertorium extant has been, 
I believe, subjected to my examination ; and compelled to 
render up its stores, more or less. At the same time, I 
confidently trust it will be admitted, upon fair comparison, 
that in drinking at other fountains, my own just claim to 
originality is thereby in no wise invalidated. A word here 
upon Chess borrowing in the way of authorship. 

A work, professing to be a general analysis of the out- 
lines or practice of any given art or science, must necessarily 
include all novelties of merit, as well as gems of antiquity, 
anent the matter ; — and such borrowing I hold to be per- 
fectly legitimate, when the avowal of obligation is openly 
proclaimed, generally and gratefully, and due mention made 
of the authorities quoted. Thus, I consider myself to be 
strictly in rule, when gathering blossoms from the classics of 
bygone days — from Greco, Ponziani, and Philidor ; from 
Salvio and the Amateurs ; from Lolli and Del Rio ; 
from De la Bourdonnais and M'Donnell ; since while so 
scholar-like culling, I am proud to own the fact, and scorn 



viii 



PREFACE. 



surreptitiously to pilfer a single leaf from the laurels of the 
illustrious departed. With regard, again, to living writers, 
to Jaenisch, Von Der Lasa, Calvi, Lewis, Cochrane, 
and St. Amant, I have in like manner not hesitated to 
avail myself of their labours ; feeling that to shrink from 
naming contemporary authors is equally contemptible as 
ridiculous; — contemptible, as proclaiming your real motive 
for this description of " Burkeing " a reputation, to be the 
despicable fear of introducing the names of rivals in the 
field, — and ridiculous, as supposing the public can be thus 
blinded and deluded. No work can take high ground in 
any science (though the science were but that of rat-catch- 
ing), without rendering Caesar's due unto Caesar — without 
making fair ovation to fellow- writers. To leave a man of 
mark thus unnoted and unquoted, is to play the part of 
the simple school-master, who carried his holy horror of 
the French revolution to the ultra point of causing his 
pupils, in mapping forth that quarter of our earth called 
Europe — to omit France! 

The tone in which an author handles his subject, and the 
rating he bears on the ship's books by public admission, must 
ever be taken into consideration, in judging how far he has 
rightly exercised his privilege to borrow from his neigh- 
bours, and equals only, in knowledge. The very nature of 
Chess-play, like that of chemistry or mathematics, renders 
any treatise necessarily imperfect, unless in some measure 
based upon the stores and discoveries of past and contem- 
porary collectors. In making honourable acknowledgment 
of similar obligations, it must be evident this cannot be done 
to the very letter, though the spirit must be ever before us. 
I cannot undertake to particularize from what Chess author 
I take the leading move of King's Pawn two squares on 
commencing a game ! 

The limits, however, of fair appropriation are certainly- 
passed, when the waters at the source of the stream remain 
purposely sand-choked. Thus, when we find in Sarratt's 



PREFACE. 



ix 



Treatise, upwards of sixty critical positions, collectively and 
individually transcribed by Lolli and the great Italian 
School, displayed in shabby silence as to their creators, con- 
scientious readers naturally revolt at the fraud ; the attempt 
being manifest, by inferential implication, to pass off Mr. 
Sarratt's copy as the original painting. Very liberal use 
has been made of my own bird-quill outlines, by certain 
Chess-scribes, apparently most innocent of the fact. Take 
what you please, gentlemen, say I, but own that you have 
at least once heard of my name and existence. Chess de- 
mands so much arduous study, that no expanded treatise 
can ever pay its author, as to mere pecuniary return. Give 
him, then, such name and fame, as have been justly won ; 
and be proud to associate with fellow-labourers in the vine- 
yard ; whether they have only begun work at the twelfth 
hour, or have borne the heat and burden of the day. And 
now to more grateful subject-matter. 

The strongest objections raised against studying Chess 
from books, are founded on the irregular manner in which 
most authors have traced out their debuts of games. One 
party is supposed to play egregiously wrong, and the other 
obligingly follows his example. Bad followeth bad, and 
worse remaineth behind. Under the cognomen of " fine 
play," a succession of atrocities are committed on both 
sides ; and though the final book-result may haply be 
an interesting position, worked out in a style of scientific 
brilliancy, yet little or no instruction can be gained by the 
innocent tyro, from so unsorted a mass of incongruous mate- 
rial. Notes on the moves are too frequently altogether 
wanting ; or, if given, appear as if purposely mystified, to 
avoid compromising the personal opinions, and attainments, 
of their wily concoctor. The various steps are not specifi- 
cally characterized as good or bad, and will be therefore 
most likely adopted by the unlearned, indiscriminately. If, 
when attempting to execute similar patterns of daring but 
dangerous attack, one's ill-bred adversary rudely wanders 
from the printed path, our inexperienced practitioner is 



X 



PREFACE. 



immediately thrown out. His speech is written in his hat, 
and you have taken his hat away ; — the fancied victory is 
gone, — his palm of conquest faded, — personal security com- 
promised, — latent defeat inevitable. He has leaned, in his 
simplicity, upon a reed, and it breaks beneath his weight. 
Well, if he do not afterwards pitch his guide into the 
flames, and preach a sermon in the clubs, upon the vanity 
and delusion of Chess-books ! 

Throughout the following pages, it has been my determi- 
nation, never to shrink from honestly committing my personal 
opinion ; prepared publicly to recant, should any of my 
doctrines subsequently be proved heterodox, by competent 
judges. The first error committed by either party — White, 
or Black — is in general pointed out ; and the consequent 
loss, whether little or large — partial or total — pawn or piece 
— deduced, as clearly as might be, from that one bad move. 
No second fault is committed, without some particular rea- 
son ; but, after the original false step, the strongest play 
I could find, is mostly adopted. Moves, presented com- 
mentless, may be assumed to be offered as sound ; as far as 
my ability extends to establish. Having followed out the 
consequences of the flaw, if any, to that period, beyond 
which analysis is as little desirable as practicable, the game 
is dismissed ; — either, when some advantage has been ob- 
tained, by one, or other, of the two conflicting interests, — 
or, when, the opening having been mutually well conducted, 
both the Montagues and Capulets rest upon their arms, in 
the quiet security of equal force. It is not only probable, 
but certain, that many moves here recommended as sound, 
will appear objectionable to the young player, and his fervid 
imagination will doubtless shadow forth many glowing im- 
provements. Let him, however, be diffident of an opinion 
based, it may be, rather upon his own simplicity, than upon 
stronger grounds ; taking it from me, that, in Chess, as in 
life, that adept will go the farthest, who starts with the least 
pretension. We have indeed conquered an important lesson, 
when the still small voice within whispers, that we know 



PREFACE. 



xi 



nothing. Upon many interesting- points, players of every 
grade will naturally wish for further illustration ; and would 
have been glad to see certain trains of strategy exemplified, 
which are here passed over without notice. In every such 
case, I can only reply, that my pen was forcedty imprisoned 
within a magic circle, beyond which, struggle as it would, it 
might not pass ; being bound by firm resolve, not to extend 
these lessons beyond the compass of popular size, and price. 
Similar minor details are due to the scope, and character, of 
my labours. In the present edition, the mode of notation 
is much condensed, and large space gained in proportion. 
The omission of diagrams, in displaying the different posi- 
tions and variations is, in reality, an advantage to the earnest 
student, though such benefit may not perhaps at first sight 
appear sufficiently obvious ; — but, in reproducing the lead- 
ing moves of each back-game, however tedious, the mind is 
more and more impressed with their general purport and 
construction. For the sake of that uniformity, so essential 
towards progress on the part of the learner, our battle is 
always opened by White ; the mode of notation, used 
throughout, being the best form experience has yet devised ; 
and I may here add, that, at the hazard of being branded as 
an innovator upon the dull purity of Chess-phrase, I have 
frequently sought to relieve, by varied terms, the heavy 
monotony of its peculiarly dry vocabulary. 

I must dwell yet a moment upon what I have just said 
as to my resolve, throughout this Treatise, to give an 
honest opinion in dismissing a move or variation. It has 
been my aim to be single-tongued. As judge of the lists, 
between these high jousts of the Knights supporting the 
wars of the Roses, Red and White, I say I have ever sought 
to give a conscientious decision. In so doing', I have been 
more candid than safe ; and cheerfully confess I may be 
sometimes wrong. To be safe, I should have dismissed my 
games and conclusions cautiously, in .these terms ; " about 
even" — "perhaps Black has rather the better game" — 
" there is little difference in the game " — " the game is about 



xii PREFACE. 

equal " — " the position is very nearly even " — " there is not 
a very considerable degree of difference" — and the like; 
because, then, whatever fresh light may be subsequently 
thrown upon such games, 1 could always have maintained 
that such was the very thing I meant. When I had used 
the term, " about even," I, of course, intended to denote 
White's superiority ; — when I dismissed the game with a 
sage-like shake of the head, as with but " little difference," 
I, of course, considered it entirely in Black"s favour! Enough 
of this. 

Of the various branches of Chess, it is the openings and 
forced endings of the war, which alone can be justly exempli- 
fied in theory; and these should be studied, in connexion 
with games actually played by amateurs of acknowledged 
talent, as afforded in so great a number in my " Chess 
Studies." Mathematical demonstration may be applied to 
the resolution of certain questions of numerical force, com- 
monly presenting themselves at the close of the party ; as 
well as to the most approved devices for marshalling your 
men, on commencing the onslaught ; but can hardly be 
brought to bear, serviceably and effectually, upon the middle 
stages of our skirmish, from the positive impracticability of 
following out, upon paper, the overwhelming mass of varia- 
tions thereupon presented. A book upon naval tactics first 
suggested to Britannia's Nelson, his Chess-like form of 
battle array, both at the Nile and Trafalgar ; but, the 
ocean queens once engaged, it was the hero himself, with 
his eagle eye, and his heart of oak, and not the ploddmg 
theorist, that perfected the victory, and broke the ships of 
Gaul — as glass. 

Amateurs have frequently applied to me, to suggest a plan 
for their Chess-studies ; but this is hardly possible, depend- 
ent, as it must necessarily be, upon the amount of leisure and 
inclination at individual disposal. Beginners must not sup- 
pose I advise them at once to dash into the task of playing 
this book all through, from beginning to end. Too much 



PREFACE. 



xiii 



Chess-theory taken at a dose, is apt to disgust ; and counter- 
acts its intent, by dimming the perceptive faculties. Properly 
digested, every page of my volume is in itself a week's diet. 
Examine the openings of games by turns ; and, at first, 
rather as matter of reference, than as themes to be acquired 
by rote. At the same time, play over, occasionally, the dif- 
ferent endings of games. The conduct of Pawns is the soul 
of Chess ; but the crowd arrogantly underrate its vast im- 
portance. Many, otherwise strong amateurs, will not take 
the trouble to study in solitude the clear and simple theory 
of Pawn-manceuvre, and never therefore rise above the odds 
of the Rook. They affect to disdain what they have not 
acquired, and are bat-blind to the greatness of the subject. 
Such persons even foolishly glory in their indifference, and 
appear to bless Heaven for their ignorance. They have, in 
truth, "a great deal to be thankful for ! " 

Since I enrolled my name upon the list of Chess-writers, 
several distinguished authors have entered the arena, whose 
names will be found in the following pages, as matter of frequent 
reference. The great work of Jaenisch, exclusively devoted 
to the analysis of openings, is eminently distinguished for 
originality and power of research ; while the Treatise of Von 
Bilguer, so admirably carried out and developed by Von 
Heydebrand und Der Lasa, ranks second to none, as a work 
of general instruction. In the two Chess magazines, Le 
Palamede and the Chess-Player's Chronicle, occur nume- 
rous articles of interest to the learner, of which I would 
especially point out Signor Calvi's Treatise on the Open- 
ings, given in the French periodical, and about to re- 
appear in a separate form. The Chess Encyclopedia 
of M. Alexandre, containing the whole of the works of 
about forty past authors, may be termed the " classical," 
while the collection of Chess Problems now in press, by the 
same veteran professor, including as it will do, upwards of 
two thousand " beauties," forms the " poetical " of our fas- 
cinating art. Assuredly, if Chess does not continue to hold 
its ground, it will not be for want of printed Chess-lore. 



xiv 



PREFACE. 



While speaking of magazines, I must congratulate my 
brethren in Chess upon the pleasing announcement of a 
German Monthly Chess Review (Schachzeitung), the first 
Number of which will appear in July, at Berlin ; edited by 
the erudite Dr. Bledow ; and supported by Von Der Lasa, 
Von Jaenisch, Hanstein, Mayet, &c. Names such as these 
banded together will ensure the production of a magazine of 
the highest class ; an open and fair field for discussion, de- 
serving of all support ; and Germany, like France, will then 
be honourably represented by her " Schachzeitung," in the 
great congress of European Chess-players. 

The rapid advance Chess has made, since I enlisted my 
humble services in the cause, is to me a source of the purest 
gratification. The game, indeed, can hardly be sufficiently 
appreciated. In Chess, the wealthy and the unemployed 
find untiring sport, and the poor and lowly a source of 
recreation, which kings cannot take away. Chess levels 
rank, he being the foremost man in a Chess-room who plays 
the best game ; and all " sorts and conditions " of persons 
thus temporarily placed upon healthy terms of equality. To 
improve the morals of the people, their energies must be 
cultivated, through the means of manly sports and intellec- 
tual exercises. This is a great truth, but one as yet but 
partially recognized by those sitting in high places. I am 
happy to find that Chess is being introduced into various 
Mechanics' institutions, and is more and more practised in 
our colleges and public schools. The Chess-board is now 
recognized as a part of the furniture of almost every sitting- 
room ; an article, altogether essential to the arrangements of 
a family party. Defined by Leibnitz as " a science," the 
claims of Chess to that title are now generally admitted, by 
the learned and the wise, in every civilized land. Parents 
embrace Chess as a powerful auxiliary, in training their 
children to the pleasures of domestic life, by depriving them 
of all relish for those frivolous and exceptionable amusements, 
in which youth too frequently seeks a vicious delight. Chess 
is now constantly adopted in literary institutions — in scientific 



PREFACE. 



XV 



assemblies — in public clubs — in courtly halls — in ladies' 
bowers. All classes unite to perpetuate a recreation con- 
nected with so many historical and classical recollections, — 
so many beautiful and poetic associations. A sport, with- 
out some knowledge of which, no man dared call himself 
of " gentle blood," in those chivalrous ages, when the 
bold knight left the battle-field but for the tournay and 
The Chesse ; — when princes looked over the board, and 
queens were proud to grace the victor. The powers of 
Chess as a mental exercise are, indeed, not to be surpassed. 
To praise it, is to paint the lily, and to gild the red, red 
rose. Even as the sordid and mean of soul shrink earth- 
wards, on being touched by the sun-like spear of Ithuriel, 
so does Chess purify, from grosser essence, that social circle 
which it permeates. Honour, all honour, to a game em- 
bodying so many high and noble qualities. Honour to 
Chess ! 

GEORGE WALKER. 



17, Soho Square, London, 
May, 1846. 



* 



i 



CONTENTS OF THIS VOLUME. 



BOOK I. 

ELEMENTS AND INSTITUTES. 
CHAPTER I. 

PAGE 

On the Chess board and men, — Notation of moves, &c. . . 1 
CHAPTER II. 

Technical terms and phrases used in Chess 6 

CHAPTER III. 
Relative value of the Chess-men 12 

CHAPTER IV. 
The laws of Chess, with comments and illustrations .... 16 

CHAPTER V. 

General remarks and maxims for young players. Remarks 
on the pieces individually 26 

CHAPTER VI. 
Two introductory Games, played out, with remarks, &c, for 
beginners 39 



BOOK II. 

OPENINGS OF GAMES. 
CHAPTER I. 

King's Knight's Opening, and Giuoco Piano ; both regular 
and irregular 45 



XV111 CONTENTS. 

CHAPTER II. page 
Queen's-Pawn-Two Opening ; known also as the Central 
Gambit, and Scottish Opening 71 

CHAPTER III. 
Two Knights' Game 84 

CHAPTER IV. 
Evans Gambit 88 

CHAPTER V. 

Queen's Bishop's Pawn's Opening 102 

CHAPTER VI. 

King's Bishop's Opening ; including Bishop's Counter Gam- 
bit, M'DonnelPs Double Gambit, &c 105 

CHAPTER VII. 
Lopez Gambit 123 

CHAPTER VIII. 
King's-PawTi-One Opening 125 

CHAPTER IX. 

Queen's Gambit ; both accepted and evaded. The Queen's 
Counter Gambit 129 

CHAPTER X. 

King's Gambit ; both accepted and evaded 143 

CHAPTER XI. 
King's Rook's Pawn's Gambit 160 

CHAPTER XII. 
King's Knight's Gambit 161 

CHAPTER XIII. 
Allgaier Gambit 168 

CHAPTER XIV. 
Muzio Gambit 173 

CHAPTER XV. 



Cochrane Gambit; or Cochrane defence to the Gambit . . 19m 

CHAPTER XVI. 
Salvio Gambit; or Salvio defence to the Gambit .... 20m 



CONTENTS. 



XIX 



CHAPTER XVII. 



PAGE 



Cunningham Gambit 



207 



CHAPTER XVIII. 



Bishop's Gambit 



211 



CHAPTER XIX. 



Damiano Gambit 



236 



CHAPTER XX. 



Greco Counter- Gambit 



238 



BOOK III. 



ENDINGS OF GAMES. 



CHAPTER I. 



On Endings of Games, chiefly without Pawns — King and 
Queen against K — King and Rook against King — King and 
two Bishops against King — King, Bishop, and Knight 
against King — King and two Rooks against King and Rook 
— King and Queen against King and Rook — King and 
Queen against King, Rook, and Pawn — King and Queen 
against King and two Knights — King and Queen against 
King and two Bishops — King and Queen against King, 
Knight, and Bishop — King and Queen against King, Rook, 
and Knight, or Bishop — King with two Bishops and 
Knight, against King and Rook — King and Rook against 
King and Bishop — King and Rook against King and 
Knight — King, Rook, and Knight, against King and Rook 
— King, Rook, and Bishop, against King and Rook — King 
and two Knights with and without Pawn, against King 
alone ; and also against King and Pawn — King, Rook, and 
Pawn, against King and Bishop — King and Queen against 
King and Pawn, at seventh — King, Queen, and Pawn, 
against King and Queen — King, Rook, and Pawn, against 
King and Rook 241 



On Endings of Games with Kings and Pawns only — The Op- 
position of the Kings, &c. — King alone against King and 



CHAPTER II. 



XX 



CONTENTS. 



PAGE 

Pawn, or Pawns — King and Pawn against King and two 
or more Pawns — Mixed Positions of Kings and Pawns — 
The Szen Problem, King and three Pawns each (see 
Frontispiece) 271 

CHAPTER III. 
Endings of Games with Kings, Bishops, and Pawns only . 294 

CHAPTER IV. 
Endings of Games with Kings, Knights, and Pawns only . 301 

CHAPTER V. 
Practical Endings of Games, the greater part of which have 
occurred in actual play 308 



BOOK IV. 

MISCELLANEOUS. 
CHAPTER I. 

On giving the odds of Pawn and move 312 

CHAPTER II. 

On the odds of Pawn and two moves 326 

CHAPTER III. 
On the odds of Pawn and three moves 336 

APPENDIX. 

Bibliographical Catalogue of printed Books and Writers on 
Chess, up to the present time 339 



END OF TABLE OF CONTENTS. 



NEW TREATISE ON CHESS. 



BOOK I. 
ELEMENTS, INSTITUTES, &c. 



CHAPTER I. 

ON THE CHESS-BOARD AND MEN, &C. 

The Game of Chess is played by two persons, with sixteen pieces 
each, of opposite colours, on a chequered field of sixty-four 
squares. The following diagram represents the board and men 
at the commencement of the game. 




2 



CHESS-BOARD AND MEN. 



The board must be placed with a white corner at the right hand. 
Strictly speaking, the division of the squares into two colours, is 
unnecessary ; but custom makes the practice arbitrary. The 
lines of squares running upward are termed files, while those from 
left to right are called ranks or lines. The rows of squares run- 
ning obliquely are termed diagonals. 

The pieces used in Chess consist on each side of a King, a 
Queen, two Rooks (or Castles), two Bishops, two Knights, and 
eight Pawns. At the beginning of the game, these pieces are 
placed by each player as in the foregoing diagram ; viz., in the 
corner squares of the first line, to the right and left, the Rooks 
are posted ; then, a Knight is stationed next to each Rook, and 
a Bishop next to either Knight ; the King and Queen occupy the 
two centre squares of the line, observing, that the white Queen 
always stands on a white square, and the black Queen on a black 
square ; the Kings are consequently opposite. The eight Pawns 
are placed on the eight squares immediately in front of the supe- 
rior pieces. The pieces on the King's side of the line are called, 
for the sake of distinction, King's Bishop, King's Knight, and 
King's Rook ; and the Pawns on the same side, are the King's 
Pawn, King's Bishop's Pawn, King's Knight's Pawn, and King's 
Rook's Pawn. The pieces and Pawns on the Queen's side are 
named in a similar manner from the Queen ; as Queen's Bishop, 
Queen's Knight, &c. 

The King can move to any of the squares adjoining that on 
which he stands, but only one square at each move, except in 
Castling, as will be explained hereinafter. Supposing the K 
therefore to stand on his 4th sq, he could move to K 3d, K 5th, 
K B 3d, 4th, or 5th sq, or else to Q 3d, 4th, or 5th sq. The 
adverse Kings may never approach each other so near as to be 
on adjoining squares. No piece can move to a square which is 
already occupied, except to take a man. 

The Queen has the same move as the King, with this important 
difference ; that instead of being able to move only one square, 
she can traverse any number of squares at one move. She con- 
sequently combines the moves of the Rook and Bishop, and is 
the most valuable piece on the field of action. — Supposing the Q 
to be placed on her 4th sq, she commands twenty-seven different 
squares. The Queen cannot move like the Knight. 

The Rook can at one move be played over any number of 
squares in a right line ; but cannot move diagonally like the 
Bishop. To illustrate this, place a Rook on either of the corner 
squares, and he may be played in a right line along either of the 
two files of squares he commands. 

The Bishop moves at once over any number of squares dia- 
gonally, but cannot be played in right lines like the Rook. The 
Bishops can never, therefore, leave the colours they are first placed 
on. — Place a Bishop at the King's 3d sq, and you will see that he 
commands eleven squares. 



CHESS-BOARD AND MEN. 



3 



The move of the Knight is difficult of explanation. The Knight 
moves one square forward, backward, or sidewise ; and finishes 
the move by proceeding one square diagonally ; or the Kt may 
be moved at first one square diagonally, and then one square for- 
ward or sidewise. To exemplify this, place the K Kt on his 
own square, and there are three squares he can move to ; viz., 
K second square, K B third square, and K R third square. 
The Knight's range being definite, as to the extent of his move, 
can never be extended like the march of the Queen, Rook, or 
Bishop ; and he is the only piece that can leap over another. I 
am aware, that although this would seem to Chess-players the 
clearest explanation that could be given of the Knight's move, 
yet to beginnei's it will appear difficult to comprehend. I advise 
novices, therefore, as the easiest mode of acquiring the moves, to 
take a ten-minutes' lesson of some friend ; or to look over a few 
games while others are playing. Should this be impracticable, 
set up the pieces at once, and resolutely work through some of 
the openings in Book II. of this volume ; when you will be sur- 
prised to find how speedily the moves of the men become familiar 
to you. 

The Pawn can only move forward in a right line, and neither 
backward, obliquely, nor sidewise (except in taking, when it moves 
obliquely). The Pawn only marches one square at a time ; each 
Pawn has, however, the option, the first time in the game he is 
moved, of being played either one or two squares ; but in exer- 
cising this option, may be taken en passant. The Pawn is the 
only man which cannot move backwards. 

Each piece (except the Pawn, which is seldom classed as a 
piece) can take in the same direction as it moves. In taking, you 
lift off the adverse piece, and place your own on the square it 
occupied ; and not, as in Draughts, on the square beyond. To 
illustrate this, place white Q on the square she occupies at the 
beginning of the game, and place black Q en face, with an inter- 
val of two squares between them ; that is, on white Q's fourth 
square. White may now take black Q by removing her off the 
board, and placing his own Q on the square thus vacated by the 
black. You are never obliged to take, but may do so, or no, 
without incurring any penalty for refusing the offer. The Pawn 
takes diagonally to the right or left ; constantly moving forward 
one square. To exemplify this, place white P on the white King's 
third sq, and two black Pawns on black K fifth, and Q fifth sq. 
White cannot now take adverse K P but may take Q P by re- 
moving it off the board, and placing white P in its place. Thus 
the Pawn is the only piece that does not attack, or take, in the 
same direction it moves. The Pawn takes the superior officers, 
[Queen, Rook, &c.) exactly in the same manner, if they come 
within its range. When a Pawn reaches the extreme square of 
;he board, it may be exchanged for any piece (except King) you 
b 2 



4 



CHESS-BOARD AND MEN. 



choose to demand ; for instance, you may call for a second Queen, 
a third Knight, &c, supposing your Queen or Knights to be still 
remaining on the board. 

The following abbreviations are used throughout my Treatise : 
— K for King ; Q, Queen ; R, Rook ; B, Bishop ; Kt, Knight ; 
P, Pawn ; Sq, Square or Squares ; Dr, Draws or Drawn ; In, 
Interposes ; En p, En passant ; Q, Queens, applied to a Pawn 
reaching the eighth sq ; Perp, Perpetual ; M, Mate ; Att, At- 
tacks ; Dis, Discover, discovering, or discovered ; Doub, Dou- 
bled ; Ad or Adv, adverse ; Gam or Gamb, Gambit, and a few 
similar diminutives for the sake of space, of minor consequence. 
Figures are occasionally introduced with a similar view, as K 5, 
for King's fifth square, or Q K B 7, for Queen to King's Bishop's 
seventh. The important word " Take" or " Takes" is designated 
by X,and "Check" or "Checks" by +,as in my " Chess Studies." 
The learner will remark, that, for the sake of uniformity, I inva- 
riably suppose White to have occupied at starting the lower half 
of the board. 

The method of describing the moves of a game, observed in the 
following pages, is, to suppose the board divided into two parts ; 
one of which belongs to the white and the other to the black 
pieces. Each half of the board is then subdivided, and each 
square has its appellation, taken from the different names of the 
pieces ; as, King's square, Queen's square, &c. The line of 
squares, running in a direct line before the King, is called the 
King's file, and the other files are named from the pieces in a 
similar manner. Observe, however, that the squares immediately 
in front of the pieces in their original position, and on which the 
Pawns are placed, are not called King's Pawn's squares, &c, but 
King's second square, &c, the square before the King's Pawn, 
too, is called the King's third square, and the square again before 
or above that, the King's fourt i square. We now cross our own 
half of the board, and the next square in a right line takes the 
name of the King's fifth square. Proceeding on the same file, 
the remaining squares are entitled King's sixth, King's seventh, 
and the extreme square is known as the K eighth sq. Apply this 
to all the other squares and pieces, and you will soon become 
familiar with them. When a Pawn has not been moved, it is 
frequently described as being " at its square." For the sake of 
brevity I generally omit the word " square" altogether, and direct 
you to play to K fourth, fifth, &c. The following diagram will 
furnish the best illustration of my mode of naming the different 
squares of the board. The White pieces are supposed to have 
originally occupied the lower half. 



CHESS-BOARD AND MEN. 



5 



•f>s-a •© 




•bs a 5 


bs •© 


•bs -a; 


•hs - a*x 


•hs-j3; x 


•hs -jj -3; 


Q.R. 8th 


QKt.8tb 


Q.B. 8th 


Q. 8th 


K. 8th 


K.B. 8th 


KKt.8th 


K.R. 8th 


'PS 16 


PS'JX '© 


ps - a o 


ps "0 


PS 'X 


ps *a 'x 


PS 'IX'X 


PS 'H X 


Q.R. 7th 


QKt.7th 


Q.B. 7th 


Q. 7th 


K. 7th 


K.B. 7th 


KKt.7th 


K.R. 7th 


■pg "H'O 


PS^X© 


ps *a *t) 


PS f) 


PS "X 


ps *a 'x 


PS"JX'X 


ps "a *x 


Q.R. 6th 


QKt.Gth 


Q.B. 6th 


Q. 6th 


K. 6th 


K.B. 6th 


KKt.6th 


K.R. 6th 




W*Xt) 


nit "a o 






w 'a'x 


W1XX 


w -a-x 


Q.R. 5th 


QKt.5th 


Q.B. 5th 


Q. 5th 


K. 5 th 


K.B. 5th 


KKt.5th 


K.R. 5th 


m<? "H'O 






ms '0 


q;g 'X 


qj£ '3'X 


W1XX UlS -H'X 


Q.R. 4th 


QKt.4th 


Q.B. 4th 


Q. 4th 


K. 4th 


K.B. 4th 


KKt.4th K.R. 4th 


q}9 "H O 




q;9 -g Q 


q;9 •© 


q}9 •}! 


qi9 "a'X 


wixx to "ax 


Q.R. 3d. 


Q.Kt. 3d 


Q. B. 3d 


Q. 3d 


K. 3d 


K. B. 3d 


K Kt. 3d K. R. 3d 






mi 'ati 


mi '0 


mi -x 


mi ax 


H X 


Q.R. 2d. 


Q.Kt. 2d 


Q. B. 2d 


Q. 2d 


K. 2d 


K. B. 2d 


K.Kt.2d K. R. 2d 






»W8 a 




m -x 


m* -a - x 


wixXjWJ M <rx 


Q. R. sq. 


Q Kt.sq. 


Q. B. sq. 


Q. sq. 


K. sq. 


K.B. sq. 


KKt. sq. 


K. R sq. 



The Chess-men being placed, the parties begin the engagement 
by moving alternately ; aiming to gain such numerical superiority 
by capturing your antagonist's officers, as well as such advantages 
of position, as may conduce to victory. He who has the first 
move has at least this advantage, that he may, in some measure, 
choose his own plan of attack, whereas the second player is gene- 
rally forced in what are termed Regular Openings, to act on the 
defensive for the few first moves ; after which the advantage of 
the first move ceases. The game is not (as in Draughts) consi- 
dered as being won by that player who remains with the last man, 
but by him who can first succeed in giving Checkmate to his adver- 
sary's King. When, owing to particular circumstances, neither 
party is able to give Checkmate, the game is drawn, as will be 
further explained. The King is the only piece, which, from the 
constitution of the game, is not permitted to be taken ; the game 
being finished without removing either of the Kings from off the 
board. 



6 



TECHNICAL TERMS AND PHRASES. 



CHAPTER II. 
TECHNICAL TERMS AND PHRASES. 

Attack. When a piece is so situate that, were it your turn to 
play, you could capture an adverse man, you are said to attack 
such man. The attack is more difficult to acquire than the de- 
fence ; and is last learned ; though the crowd think otherwise. 

Castling. A compound move, which you have the privilege of 
playing, if you will, once in each game ; under certain restrictions. 
The only method of castling allowed in England is as follows : — 
To castle with the King's Rook, you move King to King's Kt sq, 
and place Rook on King's Bishop's square. To castle with Queen's 
Rook, you move King to Queen's Bishop's sq, and place Queen's 
Rook on Queen's sq. Thus, in either case, the King moves two 
squares ; and the Rook being brought over, is placed on the square 
adjoining. To be enabled to castle, your King must not be at the 
time in check, — neither King nor Rook must have moved, — neither 
of the squares the King traverses or rests upon in castling, must be 
checked (commanded) by any hostile man, — the squares between 
King and Rook must be empty ; alike of friend or foe. Our mode 
of castling is termed "alia Calabrese," having been introduced 
by Greco the Calabrian ; and is the sole method allowed in Eng- 
land, France, Germany, Holland, &c. In Italy they castle in 
various manners ; the King and Rook being allowed a choice of 
all the intermediate squares, as well as those on which they ori- 
ginally rested. There is even one mode of castling, extant in 
Salvio, and other old writers, termed " alia Siciliana" in which 
the King made the leap of the Knight. I was formerly of opinion, 
with Sarratt, that it would improve Chess to introduce the Italian 
method of castling into this country. I own I am now less san- 
guine as to the probability of this measure's enhancing the interest 
of the game. Certain Gambits would become forced won games ; 
and the consequence would be, the second player would evade, 
and not accept them. In fact, in most Italian circles they now 
castle as we do ; and as taught by Greco and Cozio. Were 
Greco's Calabrian innovation not considered an improvement, it 
would hardly have been so generally adopted. 

Centre Pawn. The Pawns in the centre of the board, as the 
King's and Queen's Pawns, are denominated occasionally Centre 
or Central Paicns ; in contradistinction with those of the side. 
Some writers term the Rooks' Pawns, Wing Pawns. 

Check. The King is described as being checked, when attacked 
by any piece or Pawn. As the two Kings may never go on to 
adjoining squares, they cannot check each other ; because in so 
doing, each would be going into attack. A check can but be 
parried in one of the three following methods : — 1. By taking the 
piece or Pawn which checks. — 2. By interposing a man between 



TECHNICAL TERMS AND PHRASES. 



7 



your King and the checking piece. — 3. By moving your King out 
of check. 

Check by Discovery. The player is said to check, or give 
check by discovery, when by removing a piece or Pawn, check is 
suddenly unfolded from another piece, whose attack was there to- 
fore masked by the position of the man now removed. 

Check Divergent. This expression is occasionally used to 
signify your giving a check to the King, and attacking another 
piece on the same move. Thus, when the Knight forks King and 
Queen, it may be termed giving divergent check to King and Queen. 

Checkmate, or Mate. When a check is given which cannot 
legally be parried, it is termed Checkmate; and the party giving 
the Mate wins the game, which terminates then and there. 

Counter-attack. When you repel an attack by playing your- 
self an attacking, instead of a defensive move, you make a Counter- 
attack. Generally speaking, Counter-attack presents the strongest 
kind of defence. Suppose your adversary to assail a Knight ; 
you leave the Knight en prise, and Counter-attack his Queen. 
This defends the Knight for the moment, as, were he to take it, 
you would capture Queen. Counter-attack is the very soul of the 
game, and the word ought to be engraved on the margin of the 
Chess-board. 

Diagonals. The lines of squares on the board, of the same 
colour, slanting obliquely across, are termed diagonals. One 
Bishop runs on white diagonals, the other on black. 

Double Check. This occurs when two pieces give check at 
once, which may happen on the same move, as the one may 
check, and in so doing open up a second check from its fellow. 
Triple check can never occur according to the English laws of 
the game. 

Doubled Pawn. A Doubled Paten is a Pawn which has left 
its original file of squares on which it advanced at the beginning 
of the game, in consequence of making a capture. 

Drawn Game. When neither party can checkmate the other, 
the result is a drawn game. There are seven legitimate methods 
in which the game may thus be drawn ; — viz. 1. By perpetual 
Check, or, what is tantamount thereunto, perpetually attacking 
the same Pawn or piece, which compels a repetition of the same 
defence. — 2. By Stalemate. — 3. By both parties persisting in a repe- 
tition of the same move ; it being the case that each thinks he dare 
not depart from his line of tactics without incurring risk or loss. — 

4. By the absence of the mating power on both sides ; that is to say, 
neither player has sufficient materiel with which to be able possibly 
to Checkmate. Suppose the two Kings alone on the board, or 
accompanied with a Bishop, or Knight, each, only, — the mating 
power is wanting on each side, and the game must be drawn. — 

5. By both players remaining with almost or quite a small equality 
of force; even though each may have the mating power. Thus, 
each may have a Queen, or Rook, but when it becomes evident 



8 



TECHNICAL TERMS AND PHRASES. 



that no effective result can be produced, it is better to give up the 
game as drawn.— 6. By the superior party not possessing the mating 
power. Thus, King with a Bishop against King alone, or King 
with Rook against King and a minor piece, or Rook and Bishop 
against Rook. The natural result of such situations is a draw, 
except under peculiar circumstances of position.— 7. By the 
stronger party possessing the mating poicer, but not knowing properly 
how to direct its application. Thus the King with two Bishops, 
against King alone, has force sufficient to mate with ; but if he 
cannot give Mate in fifty moves (double moves), according to the 
law, his adversary is justified in claiming a draw. So again, 
King and Queen against King and Rook have the mating power, 
but the superior force must not vex his adversary by persevering 
in attempting that which he is evidently too unskilful to accomplish. 

En Prise. The French phrase en prise is used to designate a 
piece or Pawn in a condition liable to be taken. 

En Passant. A Pawn Avhen moved two squares, that is, when 
played on its first move to its full extent of march, is liable to be 
taken by a Pawn, as though it only played one square. To illus- 
trate this, suppose your Queen's Pawn unmoved, and the adverse 
Queen's Bishop's Pawn to stand on your Queen's Bishop's fourth 
square. Now, if you push your Pawn two squares, the hostile 
Pawn may take it, placing itself on your Queen's third ; exactly 
as though you had moved your Pawn but one square. A Pawn 
may be taken en passant, by a Pawn only ; and not by a piece. 

Exchange. When you gain a Rook in exchange for a Bishop 
or Knight, you win the exchange. 

False Move. A move which cannot legally be played is a 
false mote. Thus, to move a Knight like a Bishop, or to place a 
Bishop running on black, on a white square, is a, false move ; the 
penalties attendant on which are laid down in the laws. There 
are two descriptions of false move. To castle, after having moved 
the King, is a false move, &c. 

Fork (To). When a piece or Pawn attacks two men at once, 
it is said to fork them. When the Knight attacks King and 
Queen by a divergent check, it is equally described as forking 
King and Queen. 

File. The rows of the squares running upwards are termed 
files ; as the King's file, the Rook's file, &c. — in contradistinction 
to the rows of squares running from side to side, which we call 
lines ; as the first line, the second line, &c. 

First Force, or First Rate. A player to whom no one can 
give even the slightest odds, is termed first rate. A second rate 
player is he to whom the first rate gives a Pawn in advantage. 
We may style him who receives the Knight of a first rate, as a 
third rate player ; though many are for classing the various 
degrees of force with much greater nicety. The player receiving 
the Rook of the first rate, can hardly be classed at all. Chess 
begins where he leaves off. 



TECHNICAL TERMS AND PHRASES. 



9 



Fools' Mate. It is possible to checkmate in as few as two 
moves from the beginning of the game, and this forms Fools' mate ; 
to mark the ignorance of the party defeated. The following are 
the moves : — 

WHITE. BLACK. 

1 KKtPtwosq ] K P two 

2 K B P one sq 2 Queen M tes. 

There are several other ways, in which first player may equally 
put on the fool's cap in two moves. 

Force. When victory is evidently yours, though the routine 
of a few moves be necessary to its completion, you win by force. 

Forced Move. A move compelled to be made. Thus, sup- 
pose you give check, foreseeing that the Check can only be met 
by the interposition on a particular square of a certain piece, such 
interposition becomes a, forced move. 

Gambit. An opening in which a Pawn is sacrificed gratuitously 
at an early stage of the game, under particular circumstances, 
upon the chance of obtaining compensation through the attack 
thereby gained. There are many descriptions of Gambits ; the 
King's Gambit being the name of the parent-stock of the greatest 
number of them. Some Gambits are distinguished by the names 
of their several inventors, or of those players who first published 
or practised them ; as the Cochrane Gambit, the Salvio Gambit, 
the Allgaier Gambit, the Evans Gambit, the Muzio Gambit, &c. 
Others, for the sake of distinction, are named from some parti- 
cular move at the commencement, as the Bishop's Gambit, so 
called because the attacking player brings out his King's Bishop 
before the King's Knight. The Queen's Gambit also exists ; the 
King's Pawn One opening being a branch of it. 

Gambit Pawn. This phrase is applied indiscriminately to the 
Pawn you sacrifice in opening the Gambit, as well as to the Pawn 
which captures the Pawn offered. Thus, in the King's Gambit, 
when, each party having pushed King's Pawn two squares, the 
first player moves King's Bishop's Pawn two, and the second 
player takes it with King's Pawn ; the latter is styled, while re- 
maining on the board, the Gambit Paicn. 

Gaining a Move. The chief art of Chess consists in gaining 
a move, and for that alone it is often worth while to abandon 
a Pawn or piece. Suppose your adversary to give an ill-judged 
Check with Queen, which Queen you drive away by interposing 
a Rook ; you here gain, and he loses a move. Philidor says, 
that two lost moves are equal to a Pawn ; but their value can 
never be estimated in this manner. One lost move may cost 
the game ; and you may frequently win through gaining a move. 
The phrase gaining a time is rarely used, but is well adapted 
to convey the proper meaning of gaining a move ; the latter 
word being so apt to be confounded by young players with the 
mere turn to move. 

Giuoco Piano. That opening is termed the Giuoco Piano, in 



10 



TECHNICAL TERMS AND PHRASES. 



which the first player's three leading moves are — 1, King's Pawn 
two ; 2, King's Knight to Bishop's third ; and, 3, King's Bishop 
to Queen's Bishop's fourth ; while the second player answers 
these three moves by playing in reply — 1, King's Pawn two ; 2, 
Queen's Knight to Bishop's third ; and, 3, King's Bishop to Queen's 
Bishop's fourth. 

To Interpose, or to Cover. When a piece is attacked, or the 
King checked, you are said to cover such attack or check, when 
you interpose one of your men between the offending power and 
your own man. 

Isolated Pawn. A Pawn severed entirely from its fellows. 

J'adoube. A conventional phrase, signifying / adjust, or I re- 
place, or arrange; by using which in a legal manner you are per- 
mitted to touch the men when it is your turn to play, provided 
you touch them merely for the purpose of adjusting them properly 
on the board. (See the Laws.) 

King's Pieces, Queen's Pieces. The pieces which stand on 
beginning the game on the King's side, are termed the King's 
Bishop, King's Knight, and King's Rook, throughout the game ; 
the pieces on the Queen's side being similarly distinguished as 
Queen's Bishop, &c. The Pawns, too, bear the names of the files 
on which they move. Thus, on beginning, the Pawn before the 
King's Rook is called the King's Rook's Pawn ; but should it, in 
consequence of effecting a capture, get on to the adjoining file, it 
may become the King's Knight's Pawn, &c. 

Marked Pawn. The odds of the Marked Pawn are sometimes 
given, when there exists great disparity of skill ; such advantage 
being about equal to the Queen. The parties in this game have 
each the usual complement of men ; but the superior player marks 
a certain Pawn, either by a ring, a thread, or otherwise, and en- 
gages to give Checkmate with that Pawn alone : the Pawn not 
to become a Queen, but to mate as a Pawn. If he mate with any 
other man, he is adjudged to lose the game, equally as though he 
were checkmated. The weaker party has to endeavour not only 
to give Checkmate, but to take the marked Pawn, the capture of 
which would give him the game, and consequently brings all his 
force to bear on that point. The best Pawn to mark is one of 
the Knight's Pawns, and it should be strengthened by a Bishop 
speedily placed on the square immediately adjoining it in front. 

Mating Power. A given quantity of power, able of itself to 
checkmate, if properly directed. King and Rook against King 
alone have the Mating power ; but King and Knight against King 
have not that quality, &c. 

Minor Piece. A Knight, or Bishop, is frequently designated 
as a Minor Piece. 

The Move. The phrase " move " bears in truth two mean- 
ings ; one the turn to play, the other a double move ; as Mate in 
six moves, meaning six double moves, or six moves on each side. 
He who begins the game is said to have the Move ; a slight ad- 



TECHNICAL TERMS AND PHRASES. 



11 



vantage arises from which, that he can choose his own opening ; 
subject, however, to the disposition of his antagonist to walk in 
the offered path. In regular openings, the best moves being 
played on both sides, the advantage of the first move ceases after 
eight or ten moves. 

Opening. Playing the first few moves of the game constitutes 
the Opening. Openings in general use are many of them classed 
by name for the sake of description. 

Opposition. One King gains the opposition of the other, when 
he takes up a particular situation at the close of a game ; there 
remaining but a slight amount of force on the board, as a Pawn 
each, &c. Place the two Kings alone on the board, and he is 
said to have the Opposition who seats himself last on a square 
opposite, which presents an interval of one, three, five, or seven 
squares between the two Kings ; and this, whether direct or ob- 
liquely. Set the black King on his own square, and let white 
King be able to play to King's sixth on the move, the white takes 
up the Opposition. This is an example of the most simple form 
of Opposition. 

Party. A game is sometimes described by English writers as 
a party ; from the French word partie. In Philidor's earlier 
English editions all the games are styled parties. 

Passed Pawn. A Pawn is termed Passed, when there remains 
on the board no adverse Pawn in front thereof, either on the same 
file, or on either one of the files immediately right and left. 
There is, consequently, no adverse Pawn by whose relative posi- 
tion its march onwards can be retarded, nor by which it may be 
taken in its progress. 

Perpetual Check. When one player can check the other at 
will, each move, by repeating the same Check, while his adversary 
is compelled, by the nature of his position, to parry the Check 
each time in the same manner, the game must be drawn, should 
the player thus persist in giving Perpetual Check. 

Pin. A piece is sometimes said to Pin an adversary, when the 
latter could not move without loss, or exposing King to check. 

Position. The word Position applies not only to the situation 
of the pieces, but to the general aspect of the game. Thus, he 
who can calculate well the aspect of affairs, and the probabilities 
contingent upon certain events, is a good judge of Position. 

Queening a Pawn. You are said to Quee7i a Pawn when you 
place it on the eighth square of the file. 

Sacrifice, You sacrifice, when you abandon purposely, either 
gratuitously, or with inadequate moral compensation, a piece or 
Pawn. Thus, when you see that by taking a certain Pawn with 
a Bishop, although your Bishop is sure to be retaken on the move, 
you acquire a strong and probably successful position of attack, 
you take the Pawn unhesitatingly, and sacrifice your Bishop. 

Scholar's Mate. A Checkmate just possible to be given in 
four moves ; called by the French Le Mat du berger, to mark the 



12 



RELATIVE VALUE OF THE MEN. 



Arcadian simplicity of the " Matee." Suppose White to play 
first : — 

1 K P two 1 K P two 

2 K B to Q B fourth 2 The same 

3 Q to K R fifth 3 Q P one sq 

4 Q, takes K B P, giving Scholar's Mate. 

Square. The file of Squares at the bottom of which each piece 
is placed at the beginning, is named after such piece, as the King's 
file of Squares, the Queen's Bishop's file of Squares, &c. The 
lines of Squares running obliquely are termed Diagonals. 

Stalemate, or a Stale. It being your turn to play, when your 
King is so placed, that without being actually in check at the mo- 
ment, he yet cannot move to any square without going into check, 
—and you have at the time no piece nor pawn which can legally 
move, this state of things is termed Stalemate : and the game is 
dismissed immediately as drawn. All over the continent of 
Europe, Stalemate always constituted a drawn game ; but at one 
period, in England, the custom prevailed, absurdly enough, that 
he who gave Stalemate lost the game ! This heterodoxy has long 
since been exploded, and Stalemate justly recognised universally 
as a drawn game. 

Supporting a Piece. Guarding a man with another, supports it. 

CHAPTER III. 

ON THE RELATIVE VALUE OF THE MEN. 

To estimate the relative value of the pieces is difficult, owing to the 
ever-changing position of the game. It must therefore be borne 
in mind, that in laying down a species of scale, in which the worth 
of the one man is measured with the other, such definition of com- 
parative value can only hold good in general cases. Positions 
frequently ai'ise, in which a Pawn, from the place it momentarily 
fills, is better than the Queen ; and a Knight about to give a cer- 
tain Checkmate is clearly inappreciable. The pieces change, too, 
in their relative value, according to the stage of the game ; the 
power of the Rook increasing, and that of the Queen proportionally 
decreasing, in relative comparison, as the board becomes clear of 
combatants. The Knight is stronger in complicated positions 
than in an open space ; while the King, almost worthless at the 
beginning of the game as a piece of offence, becomes, when the 
Queens are off the board, a highly valuable attacking auxiliary. 
These data must be well digested ; and the student must per- 
fectly understand that the relative value of pieces only applies to 
such force in an average position ; during the beginning and middle 
of the game. 

At the end of a game, pieces can hardly be compared at all ; 
the result presenting discrepancies apparently revolting. The 



RELATIVE VALUE OF THE MEN. 



13 



Queen and Knight lose force, while the King and Pawn become of 
incomparable value. At the end of a game, one or two Pawns are 
frequently better than a piece ; and a single Pawn, properly 
placed, is to be preferred to the two Knights, however paradoxical 
this may appear to the tyro ; but the Pawn has at any rate the 
capacity of advancing and becoming a Queen, while the two 
Knights alone can never by their nature give Checkmate, except 
in situations of rare occurrence. 

These remarks lead to the subject of the present section, which 
I found thus upon premises not to be lost sight of, though un- 
necessary to recapitulate in every paragraph. A brief comparison 
of the worth of the pieces in average positions, is essential to the 
progress of the learner. 

The relative value of the King cannot be estimated, owing to 
his not being liable to capture. He possesses, however, con- 
siderable powers of attack from his being able to move both in 
right lines or diagonally. He can thus attack every piece, except 
the Queen, without being himself en prise. 

The Pawn, as the lowest piece in the scale of value, has been 
generally represented in a comparative estimation of force as 
unit 1. It will be seen, however, that it is very difficult to 
measure the higher pieces by this standard. The centre Pawns 
are worth more than those on the sides of the board, and Pawns 
on the Rooks' files are shorn obviously of half their attacking 
powers. Pawns doubled badly, or isolated, are mostly weaker 
than Pawns supporting each other. 

The Queen is equal generally to about two Rooks and a Pawn ; 
and superior in worth to any three minor pieces. At the begin- 
ning of the game she even exceeds this measure in value, but her 
force diminishes as the field opens to the Rooks, and when the 
combatants are much thinned, the Queen is worth rather less 
than before ; slightly inferior, indeed, in many closing positions, 
to the two Rooks alone. Supposing Pawn to stand as 1, I have 
seen Queen estimated as high as 10 ; but do not agree as to the 
correctness of any scale thus formed. A Knight, or Bishop, is 
worth about 3J Pawns, but it by no means follows that, although 
the Queen is worth more than three minor pieces, she is worth the 
great number of Pawns thus represented. In the game of the 
Pawns, a variety of Chess played exclusively in France, in which 
the one player has no Queen, but is allowed an extra number of 
Pawns on starting, in lieu thereof, it is found that, between even 
players, the one cannot allow the other 8 Pawns for Queen ; and 
7 being a number, on the other hand, found to be hardly adequate, 
it is usual to give 8 one game, and 7 the next, thus fixing the 
value of Queen at the commencement of the game at 71 Pawns. 
I grant that this does not apply to general positions ; and I only 
quote it to show the impracticability of making a perfect com- 
parison between powers so unequal as Queen and Pawn. 

The Rook is equivalent to a minor piece and two Pawns ; 



14 



RELATIVE VALUE OF THE MEN. 



Rook and two Pawns being considered equal, in average positions, 
to any two minor pieces. A minor piece represents about 3§ 
Pawns, and the Rook is prized by Ponziani at about 5 Pawns ; 
again showing the inevitable difficulties attendant on attempting 
to measure the relative worth of the men by figures. The two 
Rooks for 3 minor pieces are reputed to be an equal exchange. 
The Rook is the only piece, except the Queen, which can mate 
with King alone, and generally draws against Rook and minor 
piece. 

The Bishop and Knight are termed minor pieces. The King's 
Bishop has been erroneously stated by some writers as superior 
in worth to that of the Queen ; the truth being that it is the 
nature of particular openings, as the Giuoco Piano, to constitute 
the King's Bishop for a few moves as the more valuable of the 
two ; because when placed at the Q B fourth, he batters the 
adverse King's Bishop's Pawn ; but this adventitious quality 
relates rather to the opening than to the piece. 

The Bishop and Knight are of equal value, being either of them 
worth rather more than 3 Pawns, but less than 4. The Bishop, 
or Knight, generally draws against Rook. Carrera, Lolli, and 
other writers consider the Bishop as being one-twelfth part supe- 
rior to Knight ; grounding their assumption upon the following 
somewhat laboured comparison. 

Advantages of Bishop over Knight. 

1. The Bishop can be played on the move to the greater dis- 
tance ; its range being only bounded by the extremities of the 
board. 

2. The two Bishops with the King possess the degree of force 
tei'med the mating power ; whereas the two Knights alone cannot 
force Mate. This inherent quality of the Bishops frequently in- 
fluences materially the play towards the end of the game. (One 
Bishop and one Knight, with King, possess also the mating 
power.) 

3. The Bishops acting together present a line impassable by 
the adverse King, and similar to the line of defence offered by a 
Rook. The two Knights similarly posted, cannot restrain the 
adverse King. 

4. The Queen wins with greater facility against the two Knights, 
than against the two Bishops. (I consider this an advantage in 
favour of the Bishop too slight to be worth naming.) 

5. A Bishop supported by a Pawn guard each other ; which is 
not the case with a Knight and Pawn. 

6. When the Bishop covers an oblique check, he attacks at 
the same time ; but this cannot be said of Knight. 

7. It is easier to Mate with Bishop and Rook against Rook, 
than with Knight and Rook against Rook. (Another advantage 
too inconsiderable to particularize.) 



RELATIVE VALUE OF THE MEN. 



15 



8. The King cannot fix, and capture the Bishop penned up on 
certain squares, or in a corner, as he can the Knight. 

9. The Bishop is able in certain cases to confine and pin the 
Knight, until the King or some other piece comes up and takes 
him ; particularly on the extreme lines of the board. The Knight 
cannot similarly hold the Bishop in durance, on account of the 
more extended range of the latter's leap. 

10. When you discover the Check of the Bishop, double 
Check may be given ; which is not applicable to the Knight. 

11. The Bishop can draw against Rook and Pawn moi'e easily 
than the Knight. 

12. The Rook's Pawn can sometimes queen against the oppo- 
sition of the Knight ; but not against the Bishop. To these 
superior qualities of the Bishop, it may fairly be added that the 
two Bishops at the close of the game are decidedly stronger, as 
are the Bishop and Knight, than the two Knights ; but one 
Knight, it must be allowed, is considerably stronger at the close 
than one Bishop ; on account of his ranging over both colours. 

Advantages of Knight over Bishop. 

1 . The Knight and Rook's Pawn alone with King commonly 
win ; which is not the case with Bishop and Rook's Pawn, unless 
the Bishop command the extreme square of the file. 

2. When the Knight checks, no piece can be interposed, but 
the King is compelled to move, should the Knight not be prize- 
able ; a material advantage. 

3. When the King is checked by Queen, two squares distant 
in a right line, by covering with Knight, the Queen is prevented 
from checking again next move ; which cannot be stated of the 
Bishop. 

4. The Knight moves on both colours, and thus commands 
indiscriminately the sixty-four squares ; while Bishop commands 
but thirty-two squares. Knight can thus attack a piece or Pawn, 
be it where it may ; or seat himself on any given square, while 
Bishop can only operate upon half the board. 

5. The Knight leaps over any piece or Pawn, while the Bishop 
requires to range on open lines. 

b*. The Knight on many squares commands eight squares of 
the board, being one-eighth part of the whole field. 

7- The two Knights can support and defend each other, which 
the two Bishops cannot do. 

8. When the position is crowded and intricate, the Knight can 
break through with greater facility and force than the Bishop. 

9. The nature of the Knight's move is such, that its attack 
cannot be averted like the attack of the Bishop. 

10. The Knight can give smothered Checkmate, which the 
Bishop cannot do. (This advantage, like the last, is not worth 
naming.) 



16 



LAWS OF CHESS. 



11. If you have Knight supported by two Pawns, planted in 
adverse camp, it will probably cost a Rook to remove him. 

To the advantages of the Knight, we may add that his impend- 
ing line of operations is more difficult for the enemy to calculate 
than the probable action of the Bishop. 

In closing this scale of comparison, I must state it as my own 
opinion, that the Bishop is superior to the Knight only in imagina- 
tion ; and that the two pieces should be indiscriminately ex- 
changed by the learner, as being of strictly equal value in cases 
of average position. 

CHAPTER IV. 

THE LAWS OF CHESS. 

Extract from printed Rules of St. George's Chess Club, No. 5, Caven- 
dish-square, London, June, 1841. Committee of Management — 
Hon. Wm. Ashley, James Dennis, Esq., Hon. Henry Fitz Roy, 
M.P., Hon. Charles Augustus Murray, Robert John Palk, Esq., 
Richard Penn, Esq., William Price, Esq., Benjamin Smith, 
Esq., M.P., Chairman of Committee, and Mr. George Walker, 
Hon. Sec. 

" No Game but Chess shall be played in the Club, and the 
Laws of the Game observed shall be those laid down in Mr. 
George Walker's ' Treatise on Chess.' " 

Extract from printed Rules of Liverpool Chess Club, Dec. 29, 1845. 
Committee of Management — Augustus Mongredien, Esq. (Presi- 
dent), G. C. Schwabe, Esq. (Treasurer), G. S. Spreckley, Esq. 
(Hon. Sec), James Lister, Esq., and John Wood, Esq. 

" Law 16. That the Laws of the Game, as stated in Mr. George 
Walker's ' Treatise on Chess,' shall be adopted by this Society." 

See also to same purpose, " Laws of Chess Clubs of Notting- 
ham, Glasgow," &c. &c.) 

The Laws of Chess vary slightly in their details in different 
countries, but all approximate in the main, as to the principles on 
which they are founded. That a piece once touched must be 
moved — or taken ; that a move once played cannot be recalled ; 
that he who gives Checkmate wins the game ; and that he who 
gives Stalemate only draws the game ; these, and a few other 
equally simple institutes, form the base of the pile. The rationale 
of the Laws is fixed on the mind of the good player, and he hardly 
ever needs to refer to the written code. 

But with players less advanced the case differs ; and ten thou- 
sand points arise, on which the tyro requires to know what is strictly 
the law. The mode in which certain penalties must be inflicted, 



LAWS OF CHESS. 



17 



— the consequences inevitable upon the breach of particular 
rules, — the technicalities which must be observed as the only 
means of insuring order and propriety ; all these cannot be too 
fully set forth. When steel-traps and spring-guns abound on the 
manor, it is but right that the fence should be placarded with 
proper notices of warning. 

The earliest English writers on Chess, Caxton and Robothum, 
give no code of laws ; and it is not until the seventeenth century 
Ave find them here in pi'int. Philidor developed the laws at con- 
siderable length, as did the authors of the Traite des Amateurs, 
but it is to Sarratt we are mainly indebted on this point. To 
compare the laws in detail with those of Italy, India, and Persia, 
not only as they existed in former times, but as they stand at the 
present day, would be, however interesting, foreign to a chapter 
written chiefly for learners. France, England, Germany, Belgium, 
and Holland, now agree upon almost every point of Chess-law, 
and it is the less essential to travel out of English history. I 
proceed to give the rules of the game as it is now played. It has 
been my aim to render them as full as possible, without altering 
their meaning, or needlessly lengthening their details ; nor will it 
be found on fair comparison that I have introduced the slightest 
innovation in spirit, upon the system of Chess legislation so ad- 
mirably developed by Philidor and Sarratt, and perfected by the 
practice of the chief British clubs during the last twenty years. 

LAW I. 

Should the board or men be improperly placed on beginning the 
game, or the pieces be in any way imperfect, or incorrect in 
number, the game must be recommenced, provided such error, 
omission, or irregularity be discovered before the completion of 
the fourth move on both sides. Should the fourth move have 
been played, the game must be finished as the pieces stand. 

(It must be premised, that throughout these Laws, the word 
Piece frequently includes the Pawn, as in the present instance.) 

LAW II. 

If a player undertake to give the odds of a piece or Pawn, and 
omit on beginning the game to move such man off the board, he 
may recommence the game, and remove the piece given, provided 
he discover the error before playing his fourth move. But if 
otherwise, the game must be played out as the pieces stand ; and 
should the player who agreed to give odds, win such game, it shall 
only be reckoned a drawn game. 

REMARK ON LAW II. 

In every similar case of counting moves, a player's touching a 
piece, it being his turn to play, reckons as a move. ' 



18 



LAWS OF CHESS. 



LAW III. 

When the parties play even, they draw lots for the first move 
of the first game, which first move is afterwards taken alter- 
nately throughout the sitting ; except in the case of a drawn 
game, when he who began such game, commences likewise the 
next, a drawn game being in law no game. He who gains the 
first move on beginning the sitting, has the choice of men, as to 
colour, &c. During the sitting, each party must use the same 
coloured men as in the first game. When a match is made, to 
consist of a given number of games, the move passes alternately 
throughout the match, without drawing lots each time of meet- 
ing. A player giving odds has the choice of men, and takes the 
first move in every game, unless expressly stipulated to the 
contrary. 

LAW IV. 

A player giving the odds of a piece, may give it each game 
either from the King's or Queen's side, as he pleases. A player 
giving the odds of a Pawn, must give the King's Bishop's Pawn, 
unless otherwise stipulated. A player receiving the odds of a 
certain number of moves at starting, must not, in taking such 
moves, cross from his own half of the board. 

REMARKS ON LAW IV. 

The odds of the Bishop are rarely given. The Queen is the 
greatest description of odds ever offered. The odds of both the 
Rook and Knight, the Rook or Knight alone, and the Pawn, with 
or without the move or moves, complete the scale of disparity. 
The King's Bishop's Pawn is always given, as being the most 
valuable ; since its absence leaves an opening upon the King. 
In taking moves given in advantage, were you permitted to cross 
your own half of the board, such odds could not be rendered ; for 
instance, when receiving the Pawn and three moves, you would at 
once force Checkmate, moving first your King's Pawn one, then 
Bishop to Queen's third, and lastly checking with Queen. 

LAW V. 

Should a player, it being his turn to play, under any pretence 
whatsoever, touch one of his men, he must move that piece, or 
Pawn, if it can legally move, unless in the first instance of touching 
it, he say aloud, "j'adoube ;" it being moreover evident, that in 
touching the piece, he merely meant to adjust its position on the 
board, and had no intention to play it. No penalty is attached to 
touching the men, unless it be your turn to move. 

REMARKS ON LAW V. 

A piece touched must be played, but the calling aloud the 
word "j'adoube" permits you to set up a fallen man, to arrange 



LAWS OF CHESS. 



19 



the pieces on the centre of the squares, and the like. When, 
however, you touch a piece or Pawn with the bond-fide intention 
of playing it, the saying "j'adoube" will not exonerate you from 
completing the move. A Chess-player's meaning cannot be mis- N 
understood on the point, and were it otherwise, you might hold a | 
man in your hand for five minutes, and then saying "j'adoube" 
replace it, and move elsewhere ! Mr. Lewis introduces a grave j 
innovation upon the above law, so well laid down by Sarratt and 
all the great masters, in permitting in lieu of "j'adoube" the use 
of " words to that effect ;" under which vague phrase it appears 
to me that any thing short of whistling would serve your turn 
It is needless to add, that Chess-players still allow of "j'adoube" 
and "j'adoube" alone. Mr. Lewis boldly proceeds to print, for 
the first time on any stage, that " if a piece be displaced, or 
overturned by accident, it may be restored to its place without 
saying ' j'adoube ,■' " overlooking the fact, that it is solely to meet 
this class of accidents that the phrase "j'adoube" is tolerated at 
all. I distinctly assert, that under the law as laid down by 
Mr. Lewis, you may take up half-a-dozen pieces running, intend- 
ing to move them, and cannot be compelled to play one of them. 
I repeat the whole of his words : — " A piece or Pawn touched 
must be played, unless at the moment of touching it the player 
say ' j'adoube,' or words to that effect ; but if a piece or Pawn 
be displaced, or overturned by accident, it may be restored to its 
place." — See Lewis' Eighteen-shilling Chess-book, 1844, p. 14. 

Previously, Mr. Lewis stated the law to be as given by me. 
In his "Chess-Board Companion" (edit. 1839, p. 13,) we read, 
" A player must play the piece or Pawn that he has touched ; 
unless, at the moment of touching it, he says 'j'adoube.' If a 
piece be not properly placed, or if it should fall, the player in 
replacing it should say 'j'adoube,' or his adversary may compel 
him to move it." 

LAW VI. 

If the player, about to move, touch his King with the evident 
intention of moving him, and then find that the King cannot 
be played without going into check, no penalty can be inflicted on 
his replacing his King and moving elsewhere. If the player 
should touch a man which cannot move without placing his King 
in check, he must move his King instead ; but should the King 
be unable to play without going into check, no penalty shall be 
inflicted. 

LAW VII. 

Should the player about to move touch one of his adversary's 
men, without saying "j'adoube" in the act of first touching it, he 
must take that piece, if it can be legally captured. Should it not 
be en prise, he must, by way of penalty, move his King ; but 
should the King be unable to play without going into check, no 
c 2 



20 



LAWS OF CHESS. 



penalty is incurred; la every case of being compelled to move 
the King, by way of penalty, you cannot castle on that move. 

LAW VIII. 

So long as you retain your hold of a piece you may move it 
where you will, in accordance with the laws of the game ; but if 
you once quit your hold, the move is made and cannot be re- 
called. 

REMARKS ON LAW VIII. 

It would greatly improve this law, to rule that the move should 
be considered complete, when any given square is once touched 
by the piece ; but the law as it stands must be respected, how- 
ever annoying it may be to see a player touch several squares with 
a piece by turns, hovering around and about them, like an unquiet 
spirit in regions not congenial. In Italy, after touching any par- 
ticular square with the piece, you may move that man to any 
square more remote from head-quarters, provided you have not 
quitted your hold, but may not retrograde to any square nearer 
home. It may here be stated, that to finger the squares of the 
board whilst planning your move is strictly legal, but a most 
vulgar habit. 

LAW IX. 

Should you inadvertently move one of the adverse men instead 
of one of your own, you incur one of three penalties, at the option 
of your antagonist. He can compel you — 1, to take the piece you 
have touched, should it be en prise ; 2, to replace it and move your 
King ; 3, to leave it on the square to which you have played it, 
and forego any other move that time. Should the King be un- 
able to move without going into check, such part of the penalty is 
passed over. Should you capture one of the adverse pieces with 
another, instead of with one of your own, the capture holds good, 
if your opponent so think fit. 

LAW X. 

Should the player capture a man with one that cannot take it 
without making a false move, he may be compelled, at the option 
of his adversary, either to take such piece, should it be en prise, 
with one that can legally make the capture, or to move the piece 
touched ; provided he can play such piece without leaving his 
King in check ; but should such not be the case, he may be 
directed to move his King. 

LAW XI. 

Should you, by mistake, capture one of your own men for one of 
your adversary's, he may compel you to move, at his option, either 
one of the two pieces. 



LAWS OF CHESS. 



21 



REMARK ON LAW XI. 

So stands the law, and so " mote" it be ; but as it is simply a 
case of a false move complete, you ought to be compelled to lose 
the man you have taken off. 

LAW XII. 

Should you play a false move, you may be compelled, at the 
choice of your opponent, to bear one of the following three de- 
scriptions of penalty : — 1, to leave the false move standing as 
your move ; 2, to move the piece touched, legally, as you may 
think fit ; 3, to replace the piece and move your King. 

LAW XIII. 

In every case of being directed to move the King by way of 
penalty, it is understood that he can play without going into 
check ; otherwise such penalty must be waived. In every case of 
being directed to move any other man, or to suffer any move to 
stand which you may have played, either falsely or legally, it is 
equally understood that you must not leave your King in check ; 
such penalty cannot otherwise be inflicted. 

LAW XIV-. 

Should you commit the irregularity of moving out of your 
turn, that is, twice running, you may be compelled, at the choice 
of your antagonist, either to leave both moves remaining, or 
simply to retract the second, as he may think most advantageous 
to his game. 

REMARK ON LAW XIV. 

You have been told there is no penalty attendant on your 
touching the pieces when it is not your turn to play, but the case 
widely varies when you actually make a move out of your turn. 

LAW XV. 

The time allowed for consideration on each move is unlimited ; 
but a player leaving the game unfinished, without permission of 
his adversary, loses such game. In cases of great delay, appeal 
must be made to a third party, and if he pronounce such delay 
to be vexatious, the player refusing to move loses the game. 

REMARKS ON LAW XV. 

It would be difficult, however desirable, to fix the maximum of 
time which a move should take. A player sometimes forgets it is 
his turn to play, and may even fall asleep over the move, but this 
cannot well be remedied unless we dwelt in Laputa, where doubt- 
less the Chess Clubs are severally furnished with a due allowance 
of flappers. In matches of consequence, the time which players 



22 



LAWS OF CHESS. 



may take should be previously stipulated. Strictly speaking, a 
player must not leave the room while a game is pending without 
the consent of his adversary. Similar trifling points of law are 
justly retained in the code to rule important matches, but are 
not enforced in every-day play. If you knock a piece off the 
board by chance, your adversary can make you move it, if you 
have not said " j'adoabe," and it be your turn to play ; but 
should he do so, you would of course never play another game 
with such a " Justice Overdo." 

LAW XVI. 

When a Pawn is moved two squares, it is liable to be taken, en 
passant, by a Pawn, but not by a Piece. 

REMARKS ON LAW XVI. 

Several of the Laws might be well rejected from the code as 
superfluous ; and this is among the number. The rules which 
govern castling, or moving the men, may be rather classed with 
the institutes, than the laws, of the game. We might as well 
include in the rules that the Bishop shall only move diagonally, 
&c. However, as certain points have always been classed with 
the legal regulations, I have not chosen to omit them. 

LAW XVII. 

If you touch both King and Rook, intending to castle, you must 
move one of the two pieces, at the option of your adversary ; or 
he may compel you to complete the act of castling, if you have 
quitted hold of the one piece, and have touched the other ; or if 
you have played the King two squares, and have quitted King but 
not touched Rook. A player cannot take in the act of castling, 
nor does the Rook check as it passes to its place ; but it checks 
when finally quitted hold of, on the King's Bishop's, or Queen's 
square, as the case may be. (Strictly speaking, it ought to be 
ruled that you cannot castle without you touch the King before 
the Rook, but custom sanctions our present practice.) 

LAW XVIII. 

False castling resembles a false move. Should you castle in 
any way falsely, your adversary may either compel you to suffer 
such castling to stand, or to castle correctly, or to replace the 
pieces, and move either King or Rook at his option. The follow- 
ing are cases of false castling : — 

If your King have previously moved during the game. 

If your King is at the time in check. 

If the Rook with which you castle has previously moved. 
If the space between King and Rook is not clear. 
If either of the squares to which the King must move, or cross 
over, be commanded by an enemy, whether Pawn or Piece. 



LAWS OF CHESS. 



28 



REMARKS ON LAW XVIII. 

The King's having been in check does not affect your privilege 
of castling, provided he is not in check at the moment ; nor does 
the Rook's having been attacked, or being attacked at the time, 
vitiate your power of castling. You may castle with Queen's 
liook, even should the Queen's Knight's square be attacked, since 
your King neither crosses nor touches that square. I cannot 
pass on without noticing the impropriety of touching the Rook 
before the King in castling. When you castle, the King should 
be first moved ; since in touching the Rook first, the player does 
not fully commit himself, but may leave the Rook where he has 
placed it, and decline completing the castling, not having touched 
his King ; or he may look again at the position, and pass King 
over, or not, as he may think fit. The two pieces should be 
touched almost simultaneously ; in fact, both should be touched, 
before hold on either is given up. 

LAW XIX. 

When a player gives the odds of the Rook, he may castle on 
that side of the board from which he has taken off the Rook, pro- 
vided the Rook's square be empty, and that the laws of castling 
be otherwise observed. 

LAW XX. 

When you give check, you must apprize your adversary, by 
saying aloud " check ;" or he need not notice it, but may move as 
though check were not given. If, after giving check with or 
without declaring it, his King remain in check one, two, or more 
moves, and should you then perceive it and cry " check," at the 
same time attacking one of his other men, you cannot take such 
piece ; but all moves played since your original check must be 
mutually recalled as far as practicable, and provision made for 
the check as first given. Should you discover your King to be 
in check, and to have remained so during sundry moves, without 
your being able to tell when this state of things originated, you 
must retract mutually the whole of the moves back to the given 
point ; but should you not both agree as to what the moves were, 
you must retract your last move alone, and provide for the 
check. 

LAW XXI. 

When you attack the Queen you are not compelled to say 
" check." 

REMARK ON LAW XXI. 

In France it is the rule to cry " check " on attacking the Queen, 
the same as the King ; or, should the Queen be still en prise, you 
could not capture her the following move. The English law is 
here decidedly preferable. 



24 



LAWS OF CHESS. 



LAW XXII. 

The saying aloud "check " does not compel you to give check 
unless you have completed the move by quitting your piece ; nor 
does it compel you even to play the piece at all, unless you have 
touched it. Should your adversary say " check," without really 
giving check, and should you, in consequence, have provided foe 
the check, you may retract your move, provided alone that you 
discover your error before your antagonist has played again. 

REMARK ON LAW XXII. 

To prevent misunderstanding, and avoid forming a careless 
habit, do not say " check " until you have actually quitted hold. 

LAW XXIII. 

Directly a Pawn attains the eighth square, or extreme rank of 
the board, it must be replaced by a Queen, Rook, Knight, or 
Bishop, at the option of its owner ; and this, without regard to 
whatsoever pieces he may already have on the board. 

REMARKS ON LAW XXIII. 

In Italy, the law requires that the Pawn should be replaced 
with a Queen, whether or not the original Queen is defunct, and 
with no other piece. It were well perhaps to adopt the same 
regulation here, as most conducive to order and uniformity. 
Fifty years back you could only demand for the Pawn any piece 
you might have lost, but for thirty years the law has prevailed as 
above laid down. The Pawn in fact changes into a superior 
piece, on once touching the sacred soil, even if in so doing it gives 
Mate on the move. The rule holds good equally, though you may 
not have lost a single man ; and you may thus have a second, or 
even third Queen, at one time on the board. The Pawn checks, 
or attacks, in the character of the piece you call, instantly, 
upon its reaching the goal. It may at first sight appear slightly 
anomalous to allow of a plurality of Queens, Knights, and so 
forth ; and certainly three Bishops would look awkward, as two 
of them must run on the same colour ; but this apparent incon- 
sistency is well counter-balanced by its attendant advantages, 
and the law as it stands is far superior to the more ancient prac- 
tice. It is usual to represent the second Queen by placing a 
Pawn upon a Rook, or by ranging two Pawns side by side on the 
same square. 

LAW XXIV. 
Stalemate constitutes a drawn game. 

REMARK ON LAW XXIV. 

The law prevailed at one time in England, that he whose King 
was stalemated, won the game ; a most ridiculous piece of absurd- 
ity, now justly abrogated. 



LAWS OF CHESS. 



25 



LAW XXV. 

Drawn games of every description count for nothing ; and he 
who had the first move in the drawn game, takes likewise the first 
move in the following game. 

REMARKS ON LAW XXV. 

When a match is made to consist of a given numher of games, 
it is frequently stipulated that drawn games should count among 
the number ; and the move passes alternately as though no game 
were drawn. Such is in fact the law in France, and ought to be 
so here, though it is not. The move should pass alternately 
without regard to drawn games at all. I take this opportunity of 
stating, that when a match is made to comprise a fixed number of 
games, the whole of the number must be played out, without 
regard to either party's having already won the majority. 

LAW XXVI. 

Should you undertake to win any particular game, or position, 
and should only draw it, you are adjudged to be the loser. 

LAW XXVII. 

- Should you fail to give checkmate in fifty moves, when left in 
either one of the following cases of superiority of force, as well as 
in analogous positions, the game must be dismissed as drawn : — 

King and Queen against King. 

King and Rook against King. 

King and two Bishops against King. 

King, Bishop, and Knight, against King. 

King and Queen against King and Rook. 

King and Rook against King and minor piece. 

King and Pawn against King. 

King and two Pawns against King and Pawn, &c. 

Should you, however, have undertaken to checkmate with any 
one particular Piece or Pawn ; or on any one specified square ; 
or to compel your adversary to give you Mate, or a Stale, in all 
such cases you are not restricted to any given number of moves ; 
being subject however to an appeal to a third party, should you 
pertinaciously continue longer than you ought, in an attempt ap- 
parently but vexatious as interminable. 

REMARKS ON LAW XXVII. 

This law is framed to prevent a comparatively weak player 
from tiring out his adversary, by vain and endless trials to accom- 
plish that which a stronger practitioner could perform in half the 
allotted number of moves. The moves must be fifty on each side, 
and must reckon from that point at which notice is given they will 
be computed. You may also insist on counting out fifty moves 
in cases of perpetual check, or reiterated attacks compelling the 
same forced moves in answer. Many cases arise in which you 



20 



GENERAL REMARKS AND MAXIMS. 



may be justified in a reference to some disinterested third party, 
as to whether you have not the right to apply the principle of 
counting the fifty moves ; and if the umpire decide that the posi- 
tion in question is one to which the law should apply, you are 
warranted to act upon his judgment. 

LAW XXVIII. 

Whatsoever irregularity may have been committed, or false 
move made, you cannot demand the infliction of penalty, should 
you have subsequently moved, or even touched, any of the men 
on the board. 

REMARKS ON LAW XXVIII. 

By your own act of playing, you legalize any error your adver- 
sary may have committed. It stands to reason that penalty 
should instantly follow every breach of the law, or cannot be in- 
flicted. You will easily reconcile this law with such rules as re- 
late to the King's being discovered to have remained some time 
unwittingly in a state of check, &c. 

LAW XXIX. 

In looking over, spectators must not make the slightest com- 
ment or remark connected with the game pending, whether ap- 
plicable to the past, present, or future, until such game be con- 
cluded. Expressions of approbation, or the reverse, whether 
expressed by word, look, sign, or gesture, are equally forbidden. 
In cases, however, of false moves, witnesses are justified in inter- 
fering, upon the general principle that in every game we are 
bound to expose attempts at cheating or false play, whether casual 
or intentional. 

LAW XXX. 

Every dispute as to the laws of the game shall be referred to a 
third party, whose decision must be received as final. 

CHAPTER V. 

GENERAL REMARKS AND MAXIMS. 

The general Rules, laid down by most writers, for acquiring a 
knowledge of the science of Chess, may be summed up in this 
learned axiom, " Play as well as you can." It is hoped that the 
whole of the present Chapter does not come under this de- 
scription. 

The art of playing well at Chess consists principally in gaining 
time, by making your adversary play forced or defensive moves ; 
an attacking player is therefore more- likely, generally speaking, 



GENERAL REMARKS AND MAXIMS. 



27 



to become skilful, than one who confines himself merely to acting 
on the defensive. 

In Chess, it is not the greater number of pieces, but the 
strongest position, that wins the game ; if you can rapidly con- 
centrate the powers of several pieces to bear upon the adverse 
King, you will frequently force Checkmate at the expense of a 
piece, while the opposing army are from some cause or other 
" hors du combat." — Napoleon, in Italy, was the beau-ideal of a 
Chess-player. 

Move your pieces out before your Pawns ; or you will probably 
be prevented from framing a strong attack, by the intervention of 
your own Pawns. 

Some players learn one particular debut, and never attempt 
any other. It is, certainly, desirable to be thoroughly versed in 
some very attacking game, but " tou jours perdrix " is, to say the 
least of it, in bad taste. — Pique yourself on playing every opening 
in its turn. 

Never touch a piece without moving it, and never suffer your 
opponent to infringe the laws of the game more than yourself. If 
you play with a stranger, agree beforehand that the strictest rules 
shall be observed. No player can improve, who gets a habit of 
taking back moves ; a person doing so, contending with one who 
plays honourably and fairly, has as great an advantage, as if the 
other were to give him the odds of a piece or two. 

When your game is really desperate, do not protract a sur- 
render too long, but give up with as good grace as possible. — The 
wisest man is inwardly chagrined on losing at Chess, but the fool, 
only, allows this feeling to be perceived by his adversary. 

Do not fall into the habit of preferring to play with the black or 
white men ; and to prevent your contracting this preference when 
studying from the books, play the different colours alternately. 

Between two beginners, the loss of a piece is of no great con- 
sequence ; carry this principle further, and you will see that even 
between two good players, the mere gain of a Pawn is almost 
nothing : from this I deduce that you should generally play the 
most attacking openings. If Philidor could sit down to play 
with Ponziani, the advantage of a Pawn in the beginning of 
the game would most probably decide the event ; — but we are 
not Philidors. A player may frequently lose, the first time of 
playing, with one far inferior to himself ; never therefore make 
up your opinion as to the relative strength of two players, until 
they have played at least five-and-twenty games. 

Never play with a better player without offering to take odds, 
nor with an inferior in skill, without insisting on giving such odds 
as will make the game interesting to you. Nothing can be more 
ungentlemanly than to compel a superior player to furnish amuse- 
ment without reciprocity. Young players are more apt to be vain 
of their skill than they will be when better acquainted with the 
game ; do not with this feeling offer to give odds to a stranger, 



28 



GENERAL REMARKS AND MAXIMS. 



for fear he should he ahle to give you the Rook ; — such things 
have been. 

In playing even, always move King's Pawn two squares as your 
first move, whether you begin, or whether your adversary has so 
commenced. 

In receiving the odds of a piece, do not accept the Gambit, but 
rather play K P one square on your first move. You will gain 
more improvement by winning, no matter how, two or three 
games of a better player, than by losing twenty or thirty, through 
allowing him to establish the attack he meditates. There is one 
disadvantage, though, in playing K P one, that if you do it 
always, a strong player will not like so well playing with you, as 
the games will be comparatively " flat and unprofitable :" — he 
will get tired of wasting his fine play upon your brute force. 

I cannot help warning you against the foolish habit of hovering 
with your hand over the board, for a quarter of an hour before 
you make your move, or fingering the squares. This is a gross 
impropriety, and very annoying to your antagonist. Some players 
always begin the game by moving their Knights' Pawns one 
square, and then playing the Bishops on to the Knights' second 
squares. Avoid this, as productive of a crowded situation. 

Do not appear impatient at any length of time your opponent 
may take in moving. Barbier's advice is here so much to the 
point, that I must quote a paragraph from that most amusing of 
Chess writers. " Doe not," says he, " at any time that thou 
" playest at this game, out of a conceit that any thing becomes 
" thee well, stand singing, whistling, knocking, or tinckering, 
" whereby to disturbe the minde of thy adversarye, and hinder 
"his projects ; neither keepe thou a calling on him to play, or 
" hastening of him thereunto, or a showing of much dislike that 
" hee playeth not fast enough ; remembring with thyselfe, that 
" besides that this is a silent game, when thy turne is to play, 
" thou wilt take thy owne leasure ; and that it is the royall law 
" so to deale with another, as thyself wouldst be dealt withall." 

Avoid being tedious on moves, where you have little or no 
choice. I have seen people dwell for five minutes or more, over 
a position, in which their King was checked, and had but one 
square to go to. 

Most fine players appear to play slowly in difficult situations ; 
probably if you had their skill, they would not seem so tedious. 
A first-rate is, perhaps, in a particular case, twenty minutes 
making a move — " What a slow player !" is the cry of the looker- 
on, forgetting that the veteran has been exploring the conse- 
quences arising out of a dozen or more moves, none of which 
moves are in the remotest degree visible to the impatient tyro. 
Some fine players play uniformly fast ; but I advise the beginner 
to play moderately slowly on all occasions. I often see bad 
players dash so hastily at a move, that I cannot but think they 
are afraid of the pieces running away. 



GENERAL REMARKS AND MAXIMS. 



21) 



It is an erroneous, though commonly received opinion, that the 
looker-on sees the game best. He may see some particular moves 
better than the player, but (supposing they possess an equal de- 
gree of skill) the player in general sees more than he. 

Next to constant practice, nothing facilitates improvement so 
much as looking over better players, and studying the different 
works that have been written on the game. Indeed, I am con- 
vinced that supposing two players to be possessed of equal apti- 
tude, and to devote an equal time to play, if the one were to study 
from books, and the other entirely to neglect them, the former 
would in a very short time be able to give his friend the odds of a 
piece. Do not, however, fall into mannerism by always playing 
book openings ; one of the greatest advantages to be derived from 
a knowledge of them, is the perceiving how and when they may 
safely be departed from. There are many fine players, who have 
never looked into a Chess book. 

But what is the use of studying games and positions that may 
never occur ? — True, but when you teach a boy arithmetic, you 
give him particular sums and problems to resolve ; these pro- 
blems will never occur to him in real life, but in learning to work 
them the young student becomes perfected in the common rules 
of figures necessary to their solution ; and thus it is with Chess 
Exercises. — Chess-players acquire, also, an improved style of play 
from books, and situations occur every day, which they may win, 
from having met with something similar, in the course of their 
solitary studies. 

It is a good plan, to play over afterwards by yourself such 
games as you have lately played ; if you have lost them, try 
whether they could not have been saved, and examine from what 
move your error is to be dated ; if you have won, try whether 
you could not have improved the attack. You will find it difficult 
at first to go through the moves of a game afterwards ; but, with 
a little practice, this may be soon acquired. 

Numerous situations occur in the following pages, in which it 
is said that one party can checkmate in a certain number of 
moves ; some of these positions are, in fact, curious as well as 
difficult problems. I advise you in such cases to make a drawing 
of the situation, and write down the solution in all its ramifications. 
After working out two or three such positions, you will find the 
advantage of this recommendation. Should you think you can 
solve any such position in a less number of moves than that which 
is given, or from not being able to do it in that number, believe 
you have discovered an error, be quite sure you are correct before 
pronouncing judgment. 

Chess may aptly be described as a race, in which he who can 
gain a move on his antagonist, is the most likely to reach the 
goal first. 

_ At the end of the game, should you be left with a slight infe- 
riority of force, such as Knight, Bishop, and two Pawns, against 



30 



GENERAL REMARKS AND MAXIMS. 



Rook, Bishop, and two Pawns, you have generally a better chance 
of drawing by exchanging as much as possible, than by the con- 
trary mode of play ; remembering to keep, however, one piece to 
sacrifice for Pawn or Pawns. The more pieces there are on the 
board, the greater chance for winning is there for him who has 
the superior force ; do not, therefore, when left with a surplus 
Pawn, or some other trifling advantage, be too eager to change 
off the pieces. 

When looking over a game, do not be too forward to criticize 
the moves as they are made ; few players will feel comfortable 
under this species of annoyance. If you are a superior player, 
you may venture sometimes to pass your opinion, but it is better 
to wait till called on to do so. If you are a worse player, hold 
your tongue ; your remarks will mostly be wrong, but should 
you, by chance, once out of a thousand times be in the right, the 
better player will not thank you for proclaiming his error, but 
will rather wish you turned out of the room for your gratuitous 
impertinence. In saying this, do not suppose I would not have 
you ask an occasional question of a good player, which may lead 
to your improvement ; the stronger a man plays, the more liberal 
and ready will he be generally found in giving help and encou- 
ragement to the debutant. 

Such pei'sons as do not wish to make Chess a matter of study, 
must not think that the difficulty of acquiring a tolerable knowledge 
of it, amounts to the impossibility there may appear to be attend- 
ant thereupon. One of the peculiar beauties of Chess is, that if 
two beginners are equally matched, they feel quite the same in- 
terest in the game, as if they were thoroughly learned in its 
mysteries. Indeed, they perhaps enjoy it more than the greatest 
players, who having conquered every difficulty, have no longer 
any opponents who can contend against them ; and who having, 
when they play, their reputation at stake, feel the greater degree 
of mortification at being occasionally defeated. Of the two ex- 
tremes, better be over-bold, than over-cautious. The celebrated 
Danton's grand phrase applies well to Chess : — de Vaudace, et 
encore de Vaudace, et toujour s de Vaudace ! 

The strongest defence is counter-attack. A man lifts his hand 
to give you a blow ; and you knock him down before he can 
strike. This is counter-attack. 

" A time" is lost in one of four different ways : — 1. Playing a 
piece which can be driven away by a Pawn. 2. Attacking a 
man, and driving him to the very square on to which your oppo- 
nent intended to play him. 3. Giving a useless check. 4. 
Making an injudicious exchange, by which you bring an adverse 
piece into good play. A game is frequently decided by one lost 
move ; particularly between players of the highest skill. 

Each time you exchange a man, do not look merely at the 
taking off the piece, but at the situation which the board will 
subsequently present. 



GENERAL REMARKS AND MAXIMS. 



31 



Exchanges are particularly good in the following cases : — To 
frustrate an intended attack, or to prevent your adversary's 
taking up a position which you think will be dangerous for you. — 
When you are inferior in position ; your game being scattered, 
badly arranged, crowded, or broken, but your force otherwise 
equal. — When you are superior in power ; being careful not to 
change all off, so as to abandon the mating force. 

In exchanging, observe whether it is better for you to take, or 
to compel your antagonist (when possible) to captui*e ; and 
whether, during the process of an exchange, a check is given. 

A simple exchange of one man is easier to see through, than 
an exchange involving the capture of several pieces. 

Before attacking, be sure all is safe at home ; especially should 
your attack be one necessarily involving a train of moves. 

An attack comprising several moves running is stronger than a 
more simple assault. 

It is a point of great difficulty to time your attack exactly ; it 
being essential not only to play the correct move, but to play it 
just at the right point of time. An attack one move too soon, or 
one move too late, is frequently fatal to its originator from that 
cause alone. 

Direct your attacks against the King, in preference to hunting 
smaller game. 

Attack aims at gaining one of two descriptions of advantage, — 
numerical force, or improved situation ; the latter being the more 
difficult to judge of. 

Study the probable reasoning on which every move of your 
adversary is founded. 

When you have a piece attacked, which at first sight it appears 
necessary to remove, look round to see whether you had not bet- 
ter leave it where it is, and set up a counter-attack. 

Do not, on beginning Chess, play too frequently. Generally 
speaking, to play twice or thrice a week is more improving than 
to play daily ; the science requiring time for digestion. The same 
remark equally applies to studying problems or books, which 
should not be carried too far at once, lest it produce disgust. 

In rating the skill of different players, either by comparison 
with yourself, or with each other, trust to nothing but the result 
of a number of games played together. You probably fancy your- 
self superior to A, and on playing a match of twenty games you 
win ten each ; if you then play a conquering game, and lose it, no 
matter what excuse you make, I should consider A superior to you 
as 11 are above 10 ; an almost imperceptible difference. To 
judge by the results of cross-play is extremely fallacious. B may 
give the Rook or Knight, in odds, better than C ; but bring B and 
C together over the Chess-board, and the latter may win three 
games to one. 

Better win one game of a better player than lose three to him, 



32 



GENERAL REMARKS AND MAXIMS. 



as far as improvement is concerned ; and better lose one game to 
him, than win three of an inferior in skill. 

Do not suffer yourself to prefer one piece before another, except 
as to its comparative value. Some persons will never change off 
their Queen, others prefer the Knight to the Bishop, and will be 
driven into a bad position, rather than part with their favourite 
piece. 

The English play Chess too slowly. In calculating a difficult 
move, do not permit yourself to go over each variation more than 
once. The habit once formed of looking at the same thing half-a- 
dozen times, stamps you for life as a tedious player ; to be shunned 
in a Chess-room as a common nuisance. Take time in a difficult 
position, nevertheless. 
V The happy medium should be aimed at, between playing too 
slow or too fast. The too quick player dashes at attack impetu- 
ously, and, that once foiled, has no resource left to fall back upon. 
The too tardy player mystifies his powers of calculation, and veils 
the position to his reasoning faculty. A very slow player is rarely 
brilliant. 

Do not suffer yourself too easily to believe your game is either 
lost or won. 

If an apparent gain offers, pause before you snatch it. It may 
be a prize, or it may be a lure to draw you to perdition. 

Do not prematurely attack, before your force is tolerably deve- 
loped in the field. Play up the centre Pawns, get out your 
Knights and Bishops, have your King castled, and your Rooks in 
co operation. Such is the outline of the best directions to a be- 
ginner, as to opening his game. 

When the game goes against you, begin to look out as to the 
means of drawing it. 

Before playing your first move, always ascertain that the board 
and men are correctly placed. 

It has been well observed by Ercole del Bio, that a game of 
Chess badly opened, resembles a building resting on a sandy 
foundation — the wind blows, and down go tower and turret. 

A game may be termed well commenced, set-openings apart, 
when the pieces are brought out with an eye to their following 
general aspect and disposition — that no piece obstructs the action 
of another, and that each piece is so planted, that it cannot be 
attacked with impunity. 
/ An opening, to be well constructed, must be made quickly ; that 
is, the greatest possible number of pieces must be set in motion, 
in the fewest possible number of moves. 

When obliged to act on the defensive, remember that between 
retreat and flight there is a wide difference. 

In Chess there frequently occurs a slender species of disadvan- 
tage, which is apt to be neglected ; but which, if not speedily 
recovered, may prove as fatal as a spark mouldering into a glow 



GENERAL REMARKS AND MAXIMS. 



33 



of flame. Of this description is a crowded situation of pieces — a 
lost opportunity of castling, a doubled Pawn, an adverse Pawn 
unwarily permitted to be enshrined at its seventh square, the 
castling when the Rook's file is open to the adverse battering 
train, and twenty other similar apparent trifles. Not that one 
such disadvantage can be immediately seized by your opponent as 
a certain means of victory, but he uses it as the first step of the 
ladder towards mounting a height. 

The first move is an advantage, as far as permitting you to offer 
a certain species of opening ; which, if your adversary accept, 
gives you for a time the attack ; but if properly answered, the 
first move is of little worth. It cuts, however, in two ways ; since 
it prevents any very attacking debut being set in motion against 
you ; and it is certain that, take up what book of published games 
you will, we find the first mover more frequently the winner than 
his opponent. The first move, then, may be described as one of 
those things, which, although perhaps of little or no real worth, 
yet I believe every player would rather have it than not. 

Do not depend too much on book-knowledge. Theory may give 
you a splendid opening, but that of itself will not win the game. 
Players long exercised, practically, will suffer you to erect a 
superb edifice — to knock your own head against. 

Avoid the two extremes of despondency and over- confidence. 
The slightest reverse, such as the loss of a Pawn, causes some 
amateurs to give up in despair, instead of trying by increased pains 
to redeem their loss. Others never believe they ought to lose, and 
characterize their situation upon all occasions as the best : " I had 
a winning game, but lost it by an oversight," say they. Take such 
assumptions with salt. 

The nerves of a Chess-player ought to be rendered as impassi- 
ble as though they had been petrified for a century in the caves 
of Derbyshire. Some very fine players, otherwise, are of a tem- 
perament so excitable, that if pressed hard, they lose patience, 
and cannot maintain a difficult defence. 

Chess immediately upon dinner is in jurious to digestion. Chess 
late at night will act upon some constitutions like strong coffee : 
heating the frame to fever, and banishing sleep. 

An hour, to an hour and a half, is the fair average time of dura- 
tion for a game. Two such games are Chess enough for one day. 

ON THE KING. 

At the commencement of the game it is rarely good play to move 
the King about the board ; but after the principal force, and par- 
ticularly the Queens, are removed by capture from the board, the 
King becomes a highly useful agent, whether for attack or defence, 
having the power of playing on to the squares of both colours, 
diagonally, and in right lines. Avoid leaving your King to receive 
a check from a Knight, or any other piece, that attacks another 
of your men at the same time. It is frequently good play not to 



34 



GENERAL REMARKS AND MAXIMS. 



take a Pawn in front of your King, as it may shield him from 
attack. Nothing is worse than to check merely for checking's 
sake, unless some probable advantage arise from the move : to 
keep a check which you can give, in reserve, is frequently of use. 
A series of checks sometimes force the adverse King to an 
exposed, because open, part of the field, and may therefore be 
useful. Before you check, beware lest your adversary may re- 
tort the attack upon yourself, either by interposing an attacking 
piece, or by withdrawing bis King to a safe retreat. It is some- 
times better to move the King than to castle ; and, in such case, 
/ the K B second, is at times a good square on which to place him. 
Beware of a discovered check. Do not remove your Queen, 
causelessly, too far from your King. When each party has but 
King and a Pawn or two, he who manoeuvres his King best will 
mostly win. Endeavour to ground yourself well in the science of 
gaining the opposition with your King over your adversary's : be 
very sure you understand the meaning of the term " opposition " 
thus applied. Castling, according to our method, is more fre- 
quently a defensive than an attacking move ; do not, therefore, 
form a habit of always castling, although in general you cannot do 
better. Castling early, brings the Rooks into communication ; and 
even if you lose the game, it places the King in a position so diffi- 
cult of access on the side of the enemy, that you are sure of making 
a good fight. Castle, generally, with King's Rook, in preference 
to Queen's, as the King in so doing goes one square nearer to the 
corner ; you are, also, less exposed than on the Queen's side. At 
times you will find it necessary to castle with your Queen's Rook, 
in order to push the Pawns on King's side against the adverse 
King. After castling, beware of advancing the Pawns in front of 
your King too early ; at least while the adverse Queen is on the 
field. Similar maxims cannot be repeated too often. Endeavour 
so to form your opening, as to secure the power of castling when 
you wish. A check which will take from your adversary the 
right of castling, by compelling his King to move early, is mostly 
good play ; and the same thing is sometimes to be attained by 
getting command of one of the squares, over, or on to which, he 
must pass in the act of castling. In castling, always move King 
before touching Rook. It is better to castle by choice, than to 
castle by necessity. Perhaps quite beginners would do well in- 
variably to castle. After castling with King's Rook, if you have 
"a time" to spare, it is mostly good play to seat King in the 
corner. You thus can afterwards push K B P, without King's 
being exposed to a check. When the King has castled, and 
stands on K R, or K Kt sq, the fronting three Pawns being un- 
moved, he is peculiarly liable to a Mate of a particular form, 
occasioned by a simple check of Rook or Queen. When thus situ- 
ate, and you have a time to spare, it is frequently good play to 
advance K Kt P one, to open a retreat for King, particularly 
should the Queens be gone. 



GENERAL REMARKS AND MAXIMS. 



35 



ON THE QUEEN. 

The Queen has been well styled by Ponziani, as the Achilles of 
the field ; and being so important a piece, should not be employed 
to defend or attack a point which may be as well done by a 
subordinate. It is seldom correct to move the Queen too far 
away from home in the early part of the game ; as she not unfre- 
quently gets thus hampered, and her retreat cut off, by some un- 
lucky Knight, or skirmishing Bishop. You may sometimes defeat 
a violent attack, by offering to exchange Queens. When you are 
about to take a Pawn with your Queen, be careful such Pawn has 
not been left as a lure, to draw your Queen from the scene of 
action, as many games are daily thus lost. Your King's Bishop 
being at Q B 4, by playing Q B P 1, you may frequently slide out 
with Queen to her Kt 3, or R 4, with advantage. Her own third, 
fifth, and K Pv fifth, are also generally good squares for your 
Queen's occupation. Beware of your Queen and a minor piece 
being forked, which generally causes the loss of the latter. Before 
you have castled, do not too lightly place Queen on King's second ; 
a move which has, I think, gained undue favour with certain 
writers, and one disadvantage of which is, her being exposed to 
attack, should it be possible to clear off the centre Pawns. To- 
wards the end of the game, it is frequently good play to court the 
exchange of the adverse pair of Rooks for Queen. When King 
and Queen are on the same diagonal, beware of Queen's being 
lost, either through an insidious check of an adverse Bishop, or 
through her being pinned by such Bishop. The power granted 
by the law, of your having two Queens on the board at once 
should you push a Pawn to the eighth squai'e, has been much 
cavilled at by various authors ; but in my opinion presents by 
far the best means of meeting the difficulty consequent upon the 
every-day occurrence of queening a Pawn before any piece is lost. 

ON THE ROOK. 

Endeavour speedily to get your Rooks into communication with 
each other ; their power, in circumstances of mutual support, 
being materially enhanced. It is mostly good play to seize the 
command of an open file, by placing a Rook in front thereof. A 
Rook is generally well placed on the second rank of your adver- 
sary's pieces, especially when his King remains on the extreme 
line ; and should you get a Rook thus fixed, which your opponent 
tries to remove from his " pride of place," by offering a Rook in 
exchange, you will in many cases do better not to take the Rook, 
but to support your own Rook with its brother ; so that if your 
antagonist take, the latter supplies his place. When your oppo- 
nent has not castled, and has played Q to K 2, you may some- 
times do well to seat a Rook on King's square, even although at 
the moment there may be several Pawns and pieces between 
adverse Queen and your Rook. Prevent your adversary's dou- 
d 2 



3G 



GENERAL REMARKS AND MAXIMS. 



bling Rooks ; and double your own, if possible, either on a line 
or file of the board. At the beginning of the game, the Rooks 
can rarely be much played with advantage ; though a Rook 
moved up to the Bishop's third is often of service even in the 
opening. It is often difficult to know which of your two Rooks 
should give a certain check, or occupy a particular square ; and 
in choosing which to employ, you must carefully calculate their 
relative positions. To stop a Pawn advancing to Queen, with the 
Rook, is frequently a difficult task, if such Pawn be guarded. 
Chess-players manoeuvre the Rook worse than an}' other piece, 
for want of practice. We accustom ourselves, perhaps too much, 
to take them off early in exchange ; and hence sometimes lose 
advantages which might be gained by retaining them on the 
board. 

ON THE BISHOP. 

The King's Bishop is slightly better than the Queen's, for a 
time, in particular openings, and vice versa. When both parties 
have moved K P 2, the diagonal, one square of which is your 
Q, B 4, offers a fine range for your King's Bishop ; bearing as 
it does upon the adverse K B P, both before, and after your 
adversary s castling. It is consequently good play sometimes to 
offer to exchange the Q B for a K B, thus placed, by bringing 
the former to K 3 ; but such move should not be made lightly. — 
When your adversary plays K P only one sq, the best diagonal 
for your K B to be seated upon, is that running from your 
Q Kt to K R 7 ; the Queen's third being the key-square of 
the line. There are hardly any existing circumstances which 
will justify your placing K B on Q 3, before the Q P is moved ; 
yei still the case may arise when this is the best play, and hence 
the difficulty of laying down uniform rules of conduct. Before 
playing either Q P 1, or Q to K 2, be certain that you are not 
blocking up the range of K B, should he be yet at home. At the 
close of the game, if strong in Pawns, endeavour to get rid of the 
adverse Bishops ; as they stop the march of Pawns in many 
instances better than Rook or Knight. When you are left with 
one Bishop, as your sole piece, and two or three Pawns, endea- 
vour to keep the Pawns on squares the reverse colour of the 
Bishop's range, in order not to obscure the latter's power of action. 
The Bishop thus placed, prevents the approach of the adverse 
King. Should you aim at defence only, your Bishop should, on 
the other hand, sometimes be kept in guard of the Pawns, which 
must then remain on his coloured range. Do not too hastily 
give away your Bishops for the Knights, although generally to be 
reckoned as of equal value. The Bishop's properties of pinning 
a hostile Knight, or Rook, in a variety of ways, should never be 
lost sight of. 



GENERAL REMARKS AND MAXIMS. 



37 



ON THE KNIGHT. 

Both the Knight and Bishop should not be lightly played on to 
the Rook's files ; such position curtailing so considerably their 
powers. The King's Knight should be usually placed in begin- 
ning the game, on K B third, in preference to K 2. The Knights 
and Bishops should be brought out first of the pieces, in most 
cases. The K Kt at B 3, threatens to advance to Kt 5 ; batter- 
ing the adverse K B P, particularly if supported by K B. The 
Knight is generally well placed, if you can fix him in the ad- 
verse game. The Queen's Knight is too frequently obstructed 
in the sortie to his legitimate square (Q, B 3), by your having 
moved Q, B P one sq. The Queen's Knight may sometimes be 
brought round with advantage to K Kt third. The Knight with 
Pawns, at the end of the game, is stronger than a Bishop with 
the same number of Pawns, as to Attack, because he can leap 
upon both colours. In Defence, thus situate, he is slightly weaker 
than Bishop. The problem respecting the Knight's covering 
each square of the board consecutively, has attracted, in all ages, 
the attention of the first mathematicians. The following is a 
simple general rule of pei'forming the task : — place the Knight 
on any square of the board you like, and begin by moving him to 
that square of the board, from which he would command the 
fewest points of attack ; observing that if, on any two or more 
squares his power would be equal, you may play him indifferently 
to either of such squares. Place a wafer, or counter, on each 
square of the field, as he occupies them in rotation, and consider 
subsequently such marked square, as not to be in any way in- 
cluded in your calculation. Continue moving the Knight on this 
principle, and he will traverse the sixty-four squares in as many 
moves. 

ON THE PAWN. 

Pawn-play has been described by Philidor as the soul of Chess ; 
and the importance of the subject cannot be over-rated. Although 
the Pawn is so comparatively low in the scale of worth, bear in 
mind that if but one Pawn only be given in advantage at the be- 
ginning, the game is by its nature lost. The Pawn being worth less 
than a piece, it is generally better play to support it, when attacked, 
with another Pawn, than with a superior agent. At the com- 
mencement, Pawns are stronger when only advanced two squares, 
than when pushed farther. Endeavour, therefore, to get your 
K P and Q, P at the fourth squai-es of their respective files ; and 
so keep them, until one of them can advantageously march on- 
wards. Do not be over timid as to doubling a Pawn. A Pawn 
doubled on the Rook's file is generally useless ; but the Rook's 
Pawn gains strength by being got on to the Knight's file, and 
when thus removed, makes an opening for the Rook. It is also 
frequently serviceable to bring one of the Bishop's Pawns into the 
centre. Generally speaking, it is good play to exchange the 



33 



GENERAL REMARKS AND MAXIMS. 



Bishop's Pawn for a royal Pawn. The King's Bishop's Pawn, at 
the opening, is the weakest point of the game, being supported by 
King alone. Beware of advancing it one square only, as it blocks 
the Knight, and from uncovering the King, is rarely good play. 
An isolated Pawn, if pushed on too far ere the close of the game, 
will mostly fall. Do not be too much afraid of isolating a Pawn 
at the beginning, particularly on one of the two centre files. 
Players are too apt to advance K R P one sq, early in the game, 
to restrain the adverse Bishops from pinning their Knights. 
This is sometimes good play, but should not be uniformly adopted ; 
since, in many instances, the threatened attack can be met another 
way, and when this Pawn is advanced, its position is committed, 
and the adversary frames his attack accordingly. Supposing you 
to have castled with K R, and not to have played K R P, the 
adversary is in doubt as to what position the Pawns will assume, 
and must advance to attack with proportionate caution. It is 
rarely good to castle on that side on which you have advanced 
Pawns, as their presence is required as a bulwark to the King's 
position. After castling, keep the Pawns in front of your King 
mostly quiet, until you shall see strong cause for advancing them. 
Should your adversary have castled, it is mostly good policy to 
advance the Pawns on that side against him. At the beginning 
of the game, the centre Pawns are decidedly the most valuable of 
the set. Do not hastily advance early with either of the Knights' 
Pawns. At the end of the game, remember that two Pawns, or 
even one, may win by queening ; but one minor piece, alone, can 
never mate. Generally speaking, until the adverse King has 
castled, do not move forwards a body of Pawns on either side, as 
he will then certainly not castle in front of such force. The im- 
portance of a passed Pawn, particularly if supported by a fellow 
Pawn, must never be lost sight of. If you have two bodies of 
Pawns, endeavour to unite them in the centre, and strengthen, in 
preference, the larger body. If you have a Pawn less, do not 
change off all the minor pieces ; your chance of drawing being 
mostly stronger by keeping one of them on the board ; aiming 
then at exchanging all the Pawns, and sacrificing the minor 
piece for the Pawn your opponent holds in excess. When the 
Pawn checks, no piece can interpose. Aim at forking two pieces 
with a Pawn. When Pawns form an oblique line, endeavour to 
preserve their leader. Pawns are like the bundle of sticks in the 
fable ; strong in union, weak when sundered. An adverse Pawn, 
on the square fronting your King, is sometimes his strongest safe- 
guard, as the adversary cannot attack so well through his own 
Pawn. 

Bear in mind, throughout your study of these general points of 
doctrine, that such things as are recommended to your adoption 
are equally to be dreaded, and deprecated, on the part of your 
adversary; and that errors, against which you are yourself warned, 
are to be courted, and played for, proceeding from the other side : 
Chess maxims counting two ways. 



30 



CHAPTER VI. 
TWO INTRODUCTORY GAMES. 

The following is a weakly played game, introduced on purpose to 
show, practically, some of the most prominent errors young 
players are apt to fall into. It is also arranged to contain moves 
which lead to a further explanation of many of the technical terms 
used at Chess. In the course of this work, I invariably address 
my observations to White, and speak in the third person of 
Black, as being White's imaginary antagonist. 

The student will observe, that for the words " take " and 
"check," used in these two introductory games, the signs X and 

will be substituted throughout the remainder of my work. 

WHITE. BLACK. 

1 K P advances two squares to K fourth square — As no piece 
but the Kt can play before a Pawn is moved, it is better to ad- 
vance a Pawn on the first move. The K P is the best Pawn to 
move, as it liberates your pieces better than any other. — Every 
Pawn, on its first moving, may march either one or two squares. 

1 K P also two sq. 

2 K Kt to K B third sq — This move is well played, as you 
at once attack the adverse Pawn, which your opponent must de- 
fend to prevent you from taking. The legitimate square on to 
which this Kt should be first played, is this. The Knights and 
Bishops should come forth early. 

2 QP one sq — Black would do 
better to defend P by moving Q, Kt to B third sq ; by 
pushing Q P, he partly confines his K B. 

3 K B to Q B fourth sq — This is generally the best square to 
play K B to, at the commencement of the game, as it attacks 
the weakest point of your adversary's position, viz. his K B P ; 
it is true, that his King defends it at present, but if you can bring 
a second piece to bear on it, he must also, in order to save it, 
bring another to its defence. 

3 K Kt to B third sq — Eager 
to attack K P, he brings out his Kt prematurely. 

4 Q P one sq — You defend your P, but ought rather to have 
advanced K Kt to K Kt fifth sq, which would have defended 
K P, and at the same time have attacked K B P. 

4 QBto K Kt fifth sq— This 
move is not a bad one, as it prevents your K Kt from 
moving ; he might also have offered to exchange Bishops, 
by moving Q, B to K third ; if you had then taken his 
B, he would retake with P, and a doubled Pawn in that 
position would be no disadvantage to him, but the con- 
trary. — Your K Kt is now said to be en prise. 



40 TWO INTRODUCTORY GAMES. 

5 Q Kt to Q second sq — You play this Kt in order that if he 
take K Kt you may take B with Kt : — very well, but this move 
blocks up your Q, B, and was besides, at present, totally unneces- 
sary, as the Q, could retake. 

5 Q to K second sq — A bad 
move, because it confines K B ; he should have played 
QB P one sq, or brought out Q, Kt. 

6 Castles, by moving K to K Kt sq, and KB to KB sq — 
There is no danger in this move, though it may not be your best. 

6 Q Kt to B third sq — He 
might have advanced Q, B P one sq, in order to move 
Q, P one sq on the next move ; supposing he had done all 
this, and that you took Q, P with K P, he would retake 
with Q, B P, and have two Pawns advantageously placed 
in the centre of the board. 

7 Q B P one sq — Good : it prevents Q, Kt from advancing. 

7 Castles with Q R by moving K 
to Q B sq, and Q R ' to Q sq — He castles on the opposite 
side of the board, in order to push his Pawns on your King; 
he ought rather to have liberated his K B. 

8 K R P one sq — You attack B, in order to make him take 
Kt, or retreat ; you, however, weaken the position of the King, by 
advancing this Pawn at present. 

8 B takes Kt — He might also 
have retreated B to K R fourth sq. 

9 Q takes B—It would have been better to take with Kt, as 
your Q, B remains obstructed. You did well not to take with K 
Kt P, as you would have exposed your King ; and your K Pv P 
would have been an isolated Pawn, which is seldom worth much 
on the Rook's file. 

9 Q R P one sq — Black plays 
thus, to prevent your attacking his Q Kt with your K B ; 
he would not have been injured by this attack, and should 
not, therefore, lose a move in guarding against it. As his 
move is utterly worthless, you have the same advantage as 
if you were allowed to move twice running. 

10 Q to K B fifth sq checking —His King is now in check, and 
would be liable to be taken, were he any other piece. You play 
badly in giving this check, as you will see that you lose a move in 
getting your Q, away ; while, by leaving the check open, you pre- 
sently might have gained some advantage by giving it. — This is a 
good example of a useless check. 

10 Kto Kt sq — Being in check 
he must either move K, interpose some piece, or take your 
Q, ; he cannot do the latter, and therefore moves K. — If 
he had interposed Q, at Q, second, you might take B P 
with B ; for he could not retake B with Q,, as he must 
not leave his K in cheek ; and, if he then took your Q 



TWO INTRODUCTORY GAMES. 



41 



with Q,, you would retake his Q, with K P, remaining the 
winner of a Pawn. 
HQ Kt P two sq — This move is not, perhaps, your best, but 
yet it has an object, which is to prevent him from attacking K B 
with Kt. — I would rather hear a beginner give a bad reason for 
making a move, than give none at all. 

11 K Kt P attacks Q 

12 Qto K B third sq — Your Queen is now forced to retreat, 
and he has opened a path for his K B ; all in consequence of your 
giving a useless check. 12 K B to R third sq 

13 Kt to Q Kt third sq 13 B takes B—He plays well 

in taking this B, for as his own B is not defended, he must 
otherwise move it away, and that would be losing a move. 

14 Q R takes B — The B must be taken, but the question is, 
with which piece ? Tf you retake it with Kt, your Kt is out of 
play ; but I should have preferred taking it with the other Rook, 
as, when the adverse K has castled, it is good play to get your 
Rooks in front of his K, and then advance the intermediate 
Pawns. 14 K R P two sq — He ad- 
vances this P, on the principle of my last observation. — ■ 
If he had attacked your K B with Q, Kt P, you could play 
it to Q, fifth sq. 

15 QP one sq — Black ought to take this P. It does not follow, 
that, because I pass a move over in silence, I approve of it. 

15 QKtPtwosq 

16 QP advances — You advance this P, in order to take his Kt, 
if he capture B : but, you do not see, that, after taking B, his P 
attacks your Kt ; so that you lose two pieces for one. — Still your 
move is radically good, as I shall presently show. 

16 P takes B 

17 P takes Kt 17 P takes Kt 

18 Q R P takes P — You have lost a Kt, but have a strong 
attack on his King, through his having moved the Pawns in front 
of K, and through the excellent position of the doubled Pawn, 
at Q, B sixth. — A good player would have moved Q, to Q, third, 
instead of taking P, but it comes to nearly the same thing. 

18 K R P one sq — Black is so 
intent upon following up his own attack, that he overlooks 
the hold you have upon him. If you now play Q, to Q, 
third, you have a forced won game ; for if he allow you to 
take Q, R P, you give Checkmate, next move, by moving 
Q, to Q, Kt seventh ; if, again, he defend P, by moving K 
to R, second, you win by playing Q, R to Q, R. 
Having shown that you have a won game, I shall now suppose 
you to overlook this attack altogether, and play 

19 K Kt P tico sq 19 P takes P en tassant — 

Black takes off your K Kt P, and places his KRP on 
your Kt third sq ; I do not say he plays well in taking P, as 
he still leaves his K opposed to the same menaced attack. 



42 



TWO INTRODUCTORY GAMES. 



20 Q takes P — I often see beginners, and even persons who, 
because they move the men about, call themselves players, so 
eager to catch up a Pawn, that they overlook the fortunate oppor- 
tunity of making an irreparable attack ; you ought still to have 
moved Q, to Q, third sq. 

20 Kt takes P 

21 Q to K Kt second sq — It would now have been too late to 
play Q to Q, third sq ; why, I leave you to discover. 

21 Kt to Q seventh sq — If you 
were now to allow Black to take the Rook, he would be said 
to win the Exchange. 

22 K BtoQsq 22 K B to R fourth sq— This 

move is well played ; if you take Kt with R, he plays K R 
to the Kt fourth sq ; and, as your Q, could not move away, 
on account of leaving the K in check, you would lose your 
Q, for the Rook. It is true, you would also get the Kt, but 
that would not be an equivalent compensation. 

23 Kto E second sq 23 Q R to K R sq — Black 

doubles his Rooks to attack K R P. — Ascertain whether 
he could, or could not, have played a stronger move. 

24 R takes Kt 24 R takes P chg— This check 

is not useless, but gives him a fine game ; not liking to give 
up the Q, for the Rooks, White moves K. 

25 K to K Kt sq 25 R to adv K R sq chg— A 

very good move ; as you will see he wins a Queen and a 
Rook, in exchange for his Rooks. 

26 Q takes R 26 R takes Q chg 

27 K takes R 27 Q to K R fifth sq chg 

28 K to Kt second sq 28 Q to K Kt fourth sq ch— 

You see how dangerous it is to allow a piece to check your 
King, and another piece, at the same time. 

29 K to B third sq — Your game ought to be lost ; but you do 
not mend it, by moving K to so exposed a situation. 

29 Q takes R 

30 R to K Kt sq—lt you had played R to Q Kt sq, Black 
would win it by checking K and R ; if you had moved it to Q, R 
sq, he would win it by taking Q, B P, giving a divergent check ; 
lastly, if you had played it to K R sq, he would also win it, next 
move, by checking K at Black's Q, fourth sq. 

30 K P advances dig — This is 
in better style than taking P, or giving a number of incon- 
clusive checks. 

31 K takes P — This is fatal ; the Pawn was held out as a lure. 

31 Q to K seventh sq ch 

32 K to Q fifth sq — There are only two other squares open to 
the King ; and, if he go to either of them, Black takes P with Q,, 
checking, and winning the Rook. 

32 Q to Q sixth sq — Mate — 
Black now gives you Checkmate, and has won the game ; 



TWO INTRODUCTORY GAMES. 



43 



you will observe, that, your K being in check, you can 
neither, consistently with the constitution of Chess, move 
away, take the Queen, nor interpose any piece. 

SECOND INTRODUCTORY GAME. 

By way of contrast, I now show you a game really played, in 
which the attack is conducted in a style of great brilliancy ; and, 
although a beginner would not understand the why, or the where- 
fore, of most of the moves without notes, I have thought that with 
such assistance, advantage might be derived from studying so fine 
a piece of skill. This game was played by my lamented friend, 
the late Mr. Alexander McDonnell, the best player England has 
ever yet- produced, giving the odds to Black of the Queen's Kt. 
Tt follows that the learner will remove the white Queen's Knight 
from off the board, before beginning to play the game. 

WHITE. BLACK. 

1 K P tico sq 1 The same 

2 K Kt to B third sq 2 Q Kt to B third sq 

3 K B to QB fourth sq 3 The same 

4 Q Kt P tico sq — White sacrifices this Pawn in order to 
facilitate his taking up a very attacking position. You will ob- 
serve that two squares are opened for White's Q B, and that he 
gains the command of the greater part of the board. This open- 
ing is analyzed at some length in the course of the following pages, 
as the Evans Gambit. 4KB takes Kt P (best) 

5 Q B P one sq — Attacking his B, which must retreat to avoid 
loss. This is what we call gaining a move, for as Black has no 
choice, but must move K B, it is the same advantage to the first 
player as if you had moved twice running, and you will, besides, 
be enabled to advance Q P two sq presently, as it will be de- 
fended by Q B P. 5 K B to Q E fourth— You. 

must understand that a player who does not receive greater 
odds than the Kt from a first-rate, ranks as a strong man, 
and could generally give at least the Rook to any person 
who had never played in the Clubs. The amateur playing 
the Black pieces foresaw that White intended advancing 
Q P two sq, and by this move prevented his immediately 
doing so, for if White now move Q P two sq, he takes 
Q B P with B giving check, which he could not do if your 
Q Kt were in his place. 

6 Castles KB 8 K Kt to B third— lie at- 

tacks K P by this move, which is at present " sans de- 
fense." 

7 QtoQB second — By this move you at once defend K P, and 
place your Q in a position which may presently become annoying 
to your adversary. You will now be able, also, by moving out 
Q B, to bring your Rooks into communication with each other. 
Probably if White were not giving odds, he would have preferred 



44 



TWO INTRODUCTORY GAMES. 



another move, but in giving a piece we must play accordingly. 
White can now advance Q, P two sq when he likes, for the Q, 
guards also the Q, B P. 

7 Castles — With a view to place 
his King in a situation of still greater security, and to bring 
K R into co-operation with his other pieces. 

8 Q B to Q B third — Through having sacrificed your Q, Kt P 
you are thus enabled to place your Q B in a strong corner. 
When you play well, you will find that one of the greatest points 
in Chess is to know when to give up a Pawn, or even a piece, with 
a fair chance of ultimate compensation. 

8 Book to K sq — His Rook 
being attacked, he prefers removing it, to interposing Q, P. 

9 QPtwosq 9 Q P two sq— Finding that 

his game is crowded, Black pushes up this Pawn with a 
view to disengage his pieces. In doing so he calculates 
that although you will have two pieces attacking it (K B and 
K P) he also will have two defending it (K Kt and Q). 
I should despair of making a beginner understand that if 
instead of pushing Q, P two sq, Black had taken Q, P with 
K P, White would get a very formidable attack. 

10 K P takes P — One great advantage of this move is that 
it opens a path by which you attack K R P with Q,. — You reap 
no immediate gain from this, but the probability is that some- 
thing may come of it. 

10 K Kt retakes P 

11 Q P takes K P — By this move you open the Q, file, and by 
playing Q, R to Q, sq, would embarrass Black's Q,. 

1 1 Kt takes Q B P— This ap- 
pears at first sight to be good play, for the Kt is defended 
by K B, and threatens to take R, if you attack Q, with R. 

12 Q B to Q sq — White skilfully sacrifices the Rook for an 
inferior piece, in order to perfect his meditated attack. 

12 Kt takes B 

13 K B takes Kt 13 Q B to Q second— You will 

observe that there is no square, on to which he can play 
Q, from the attack of the Rook, he therefore interposes 
Q, B. — Were he to have interposed Q Kt, you would take 
it with R, and as your R would be guarded by Kt, he 
could not retake with Q. 

14 KB takes KB P ch — You have now a won game, although 
with a Rook less ; your opponeut having merely a choice of evils. 

14 K takes B — His King being 
in check, must either take B, or remove. If he were to 
move to R sq, which is the only square open to him, I 
leave you to find out which would be the strongest course 
of play for the White, of the three following : viz. 

1 To take'Rook with K B. 

2 To take B with R, and on his retaking with Q, to play Kt to 



king's knight's opening, &c. 



45 



K Kt fifth ; Black would then be forced to move K Kt P one sq 
to pi'event Checkmate, and your counter-move would be K P one 
sq, still threatening the Mate. 

3 K P one square, threatening to take Q, with R, if he move Q, B. 

15 R takes B chj — White foresaw that if Black took K B with 
K, he could adopt this train of play. You now check K and at 
the same time attack Q, with R. — If he move K to K Kt sq you 
take Q with R, and on his retaking R, play Kt to K Kt fifth, 
threatening Checkmate. This position of the pieces shows you 
forcibly the superiority of situation over numbers ; Black having 
a great numerical advantage, and yet no chance of redeeming the 
game. If he were to allow you to take Q, with R, although he 
would remain with two Rooks against the Queen, your position 
would be so superior, that you would speedily force the game 
(supposing, of course, that you could find out the best moves). 

15 Q takes R — Not seeing the 
coming blow, — or, seeing it, not thinking it possible to 
retrieve the game by any other move, he throws himself 
headlong into the Checkmate. 

1 6 This is one of those positions which we term forced in a 
certain number of moves, and I should therefore now dismiss the 
game by saying, White gives Checkmate in two moves. These 
two moves are as follows : 

Kt checks — As your Kt cannot be taken, he must move K, and 
you will find that he has only one square open. 

16 King to Kt 

17 Q takes R P — Checkmate. 

END OF BOOK I. 



BOOK II. 

OPENINGS OF GAMES. 



CHAPTER I. 

THE KING'S KNIGHT'S OPENING, AND GIUOCO 

PIANO, BOTH REGULAR AND IRREGULAR. 
When, after each party has played his K P two, White attacks 
K P at once with K Kt, the game is termed the King's Knight's 
opening. The most important branches of Chess spring from this 
move, which is certainly more used than any other, its claims to 
patronage being founded on the soundest principles. White at 
once brings his Knight into good play, and puts his enemy on the 
defence, by attacking his Pawn. Our first consideration will be 
to examine the obvious methods of meeting the sortie of Knight, 
beginning with the most exceptionable. The best move for Black, 
in answer to K Kt, is Q, Kt to B 3, defending P, and playing forth 



4G 



king's knight's opening, &c. 



a piece. Suppose such move to be played, and to be followed by 
each party moving K B to Q, B 4, the game becomes the Giuoco 
Piano of Italian writers. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two. Perfectly safe ; and 

therefore best; as leading to the more brilliant and inter- 
esting class of games. 

2 K Kt to B third 2 If Black answer with B to 

Q, 3, you place K B at Q B 4, and whether he then move 
Q, B P 1, or K Kt to B 3, get the better game by advancing 
QP 2. If he play K B P 1, he sets up the Damiano 
Gambit ; and if K B P 2, he forms the Greco-Counter 
Gambit ; both of them bad for Black. His move B to Q, 3, 
is bad upon principle, blocking up Q, B and Q, P, we will 
not therefore admit it here, and the same may be said of 
Q, to K 2 which confines his K B. The advance of his 
K B P is elsewhere considered in this work. 

QtoKB third (weak) 

3 K B to Q, B fourth (Var.) 3 Q to K Kt third— We suppose 

Black \ r .ave played his second move with the intention 
of now making this attack on two Pawns at once, but 
either of them may be left en prise with impunity. You 
may safely move Q, P 1 ; and on his taking Kt P, take 
KBP with B ch. Should he then take B with K, you 
attack Qj with R, and on her withdrawing to R 6, Kt 
checks K and Q,. Or you may now castle. 

4 Castles 4 Q, x K P (if) 

5 K B x P ch 5 K to his second— Should he 

move to Q, sq, you capture K P with Kt. 

6 R attacks Q 6 QtoKB fifth 

7 EL X P ch — Should he now play K to B 3, you win Q,, 
by moving Q P 2, and then K R P 1. If again, he go to Q, 3, 
you + with R at Q, 5. 

7 K x B 

8 QP two 8 Q to K B third 

9 Kt + 9 King moves 
10 Checkmates at most in four moves. 

Variation. 

Jae: isch prefers playing here thus: 

3 Q Kt to B third 3 Q B P one 

4 Q P two 4 P X P— If he move Q, P 1, 

you change Pawns, and attack Q, with Q, B 

5 K P advances 5 Q, to K Kt third 

6 Q, X P — You have the better position. 

GAME II. 

WHITE. BLACK. 

1 K P two 1 The same 

2 K Kt to B third 2 The same— To answer with 



king's knight's opening, &e. 



47 



K Kt to B 3 also, is inferior to playing Q, Kt to B 3, but 
may be fairly risked. The opening before us is analyzed 
at great length by Jaenisch, who long advocated this move 
as Black's best, but has subsequently avowed that it leaves 
him with rather the inferior position. 

3 Kt x P. This is strongest. In the next game I show 
the effects of playing Q, P 2 at this point, as introduced by the 
Russian player, Petroff. If you now move K B Q, B 4, he takes 
P with Kt, and on your answering with QK2, he plays Q, P two. 

FIRST REPLY. 

3 Q to K 2 (bad) 

4 Q P two 4 Q P one. If Kt x P you move 

K B Q3 with better game 

5 K Kt to B third 5 Q x P + 

6 K B to K second 6 Q, B to K B fourth (best) 

7 Q, B P 2 (best) 7 KBtoK second 

8 Castles 8 Castles 

9 Q, Kt to B third 9 Q, to Q, B seventh 
lOQxQ 10 B x Q, 

11 Q B to K B fourth 11 Q, Kt to Q second (best) 

12 Q R to Q B 12 Q, B to K Kt tW^ 

13 Your best move now is, K Kt to R 4, which leaves you with 
the better opening. Suppose for variety 

Kt Q, Kt fifth (weak) 13 Q R P one 

1 4 Q, Kt x Q B P 14 QR Q, B 

15 Q Kt to Q fifth 15 Kt x Kt 

1G P x Kt 16 Q Kt to Q, Kt third 

Black has a good game. 

second reply. 

3 Kt x P (bad) 

4 Q, to K second 4 The same 

5 Q, x Kt 5 Q P one 

6 Q P two 6KBP one 

7 K B P two 7 Q, Kt to Q, second 

8 Q, Kt to B 3. Play as he may you win a Pawn 

8 K B P x Kt. If Q, P X Kt 

you move Q, Kt to Q, 5 

9 Q, P x P (or A) 9 P X P 

10 Q, Kt to Q, fifth 10 Q, Kt to K B third 

11 Kt x 0, 11 Kt x Q 

12 Kt x B 12 K P x P 

13 Kt x R P 13 B + 

14 Your correct play now is K to K 2, which enables you to 
maintain Pawn. Suppose for a change 

Q, B P 1 (inferior) 14 Kt x P 

15 P x Kt 15 B x P + 

16 K to Q 16 B x R 

17 Kt to Kt fifth 17 R X P 



48 



king's knight's opening, &c. 



18 Kt X P + 18 K to Q second 

19 Q, B x P 19 K R to Q, B 

20 K B + 20 K to Q, 

21 Kt +. You have rather the advantage. 

A. 

9 K B P x P. Preferred by Der Lasa. 

9 P X P 

10 Kt to K B third 

11 Q, B P one (best) 

12 P x Kt. If he retakes 
ith P, and then retreat B Q, 3 

13 K to Q 

14 Q R P two 

15 P x B 

16 Q, R to R third 

17 R X B 

18 Q B to Q second 

19 B + 



10 Kt to Q, fifth 

11 B + . 

12 Kt x Kt + 

Q, you take P v 

13 B x P + 

14 Q, B to Q, second 

15 Castles Q R 
16' Q, x Q B P 

17 B x P + 

18 P x P + 

19 K P advances 

20 K to Kt and wins 



with 



4 K Kt to B third 

5 Q P two (best). 



THIRD REPLY. 

3 QP one (best) 

4 Kt x P 
If you move Q, K 2 he plays the same 

5 QP one 

6 KBtoQ third (best). If you play Q B P 2 it is premature, 
for he answers with KB + 

In the first place, 

6 K B to K 2. Jaenisch pro- 
nounces tins his best move. If he play now QBP2, you 
do the same. 

7 Q, Kt to B third (best) 

8 Q, B to K third 

9 Castles 
White's position for choice. 
In the second place, 

6 K Kt to Q, third 

7 K B to K second 

8 Castles 

9 Q, B to K third 

10 Q, Kt to Q, second 

11 K R P one 
You have the better position. 
In the third place, 

6 Q. Kt to B third 

7 Castles (best) 7 K B to K second (best) 

8 Q, B P two 8 Q, B to K third. He has no 

better move. 

9 Q, B to K third, and at the proper time K Kt K 5, which 



7 Castles 

8 Q, B P two 

9 Q, B to K third 
10 K Kt to K fifth. 



7 Castles 

8 Q, B to K B fourth (best) 

9 Q, B P one (best) 

10 Q, Kt to Q, second 

11 Q, to Q, B second 

12 K Kt to K fifth. 



king's knight's opening, &c. 



49 



gives you the better position. It were premature of you now to 
move Q, to Q, Kt 3, as he would take P with P, and let you capture 
Q, Kt P with Q. 

Tn the fourth place, 

6 K B to Q third 

7 Castles 7 Castles 

8 Q B P two 8 Q, B to K third. If he move 

Q, B P 1, he gets a constrained situation on your answer- 
ing with Q Kt Q B 3 

9 Q, to Q, B second (best) 9 K B P two 

10 Q, to Q, Kt third. You have a winning situation, and are 
stronger than if Q, had moved at once to Q, Kt 3 on move 9. 
These moves occur as the opening of the game won by the Club 
of Pesth in Hungary, in correspondence with the Paris Club. 
Pesth playing White* — See " Le Palamede." 

GAME III. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Same 

3 Q, P two. This move was invented by Petroff. It is not 
quite so good as taking Pawn, but may nevertheless be fairly 
ventured ; so many things being allowed in actual play, which 
cannot bear the test of laboured pen-and-ink analysis. 

FIRST DEFENCE. 

3 K P X P (best) 

4 K P one (best) 4 Kt to K 5 (or A) 

5 Kt X P. This is your best, though you may also with 
safety move K B Q, 3 5 QP one. He may also move 

K B Q, B 4, or Q, P 2 

6 P X P 6 KB X P 

7 K B to Q B fourth 7 Same 

8 Q, B to K third 8 Castles. May also get an even 

game by taking Kt 

9 Castles 9 Q, Kt to Q, second 

The game is even. 

Variation A. 

4 Q, to K second 

5 Q to K second (best) 5 K Kt to Q, fourth 

6 Kt x P 6 Q P one 
7PxP 7 Q X Q + 

8 B X 0, 8 K B x P 

9 Castles 9 The same 
10QBP two 10 K Kt to B fifth 

11 KBtoKB third 11 Q, B P one 

12 Q, Kt to B third 12 Q, Kt to Q, second 

13 Q, Kt to K fourth 13 KBQB second 

Even game. 

E 



50 



king's knight's OPENING, &.C. 



SECOND DEFENCE. 

3 Kt x P 

4 K B to Q third 4 Q P two 

5 Kt x P. You may also take P with P, on which he replies 
with Q, Kt B 3, and the opening is equal. 

5 If he answer with K B Q 3, 
you Castle with decidedly the better game. He may play 
Q, B P 2, on which you take Kt as best, and the game is 
even. K Kt Q third (best) 

6 Q, B P two 6 P x P 

7 K Kt x P 7 Q B to K third 

8 Kt x Kt 8 K B x Kt 

9 Castles 9 Castles 

10 Q, Kt to B third 10 Q B P one 

The game is equal. 

GAME IV. 

WHITE. BLACK. 

1 K P two 1 The same 

2 K Kt to B third 2 Q, P two. Rather inferior to 

Q, Kt Q, B 3 ; but unless careful, you may easily get into 
trouble on encountering this move. 

FIRST ATTACK. 

3 Kt X P. If you move Q Kt B 3, he pushes Q P, and on 
your Q, Kt going to K 2, moves K B Q, 3, in order to advance 
K B P 2 3 Q to K 2 (best : see A.) 

4 Q P two 4 K B P one 

5 Kt to Kt fourth. Cochrane invented a fine sacrifice here ; 
playing now Q Kt B 3, as first printed in " Chess Player's Chro- 
nicle." See also the splendid game arising from this sacrifice, 
played by Messrs. Cochrane and Staunton, in my " Chess Stu- 
dies," No. 969. 5 B x Kt 

6QxB 6QxP-f 
7 Q x Q + 7 P X Q. 

White has rather the better position ; but nothing decisive. 

Variation A. 

3 P x P 

4 K B to Q B fourth 4 If now K Kt R 3, you answer 

it with Q, P 2; if he play QBK3, you change Bishops; 
and then Q, +. If he move Q, Q 5, you play Q to K R 5, 
or, perhaps still better, K B x P +, and then KB x Kt. 
Lastly, if Q K Kt fourth 

5 QP two 5 Q, X P 

6KRKB 6 Q B to K third. If he play 

Q B K R 6, you take P with B +, and on his moving 
K K 2, you get better game, retreating B to Q, B 4 ; for if 
he then take K R P you move Q, K R 5, and if he bring 
out K Kt B 3 you answer Q, B K B 4 



king's knight's opening, &c. 



51 



7 Q, P one 7 Q Kt to Q, second. If he move 

Q, B K R 6, you advance Q P 

8 P x B 8 Kt x Kt 

9 K B P two (or B) 9 P X P en pass. 

10 Q, B to K B fourth 10 Q R to Q 

11 Px P+ 11 K to K second 

12 P x Kt— Kt + 12 R x Kt 

13 K B to Q third. You have the better game. 

Variation B. 

9PxP+ 9KtxP 

10 B x Kt + 10 K x B 

11 Q, to Q fifth + 11 K home 

12 Q X Q Kt P 12 Q R to Q, 

13 Q to Q Kt fifth + 13 K to B second 

14 Q to Q, B fourth + 14 K to Kt third 

15 Q, B to K 3. Better game. 

SECOND ATTACK. 

3 K P x P (best) 3 K P one (inferior to C) 

4 Q, to K second 4 K Kt to B third 

5 Q, Kt B 3. In my last edition I gave here K Kt Kt 5. 
Jaenisch justly prefers Q Kt B 3 

5 Q, to K second 

6 K Kt Q, 4. Better game of the two. 

C. 

3 Q X P (best) 

4 Q Kt to B third 4 Q, to K third 

5 K B + (best) 5 Q, B to Q, second 

6 Castles (best) 6 QRP one (best) 

7 B x B -f 7 Q Kt x B 

8 Q, P 2. White's position for choice. 

GAME V. 
WHITE. black. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q, P one.— Philidor considers 

this the best move, deprecating alike White's second move 
of K Kt B 3, and the move in answer of Q, Kt B 3, on the 
ground that the Knights being brought out so early, block 
the position in the rear, and prevent the other pieces 
coming forth. In this, Philidor is proved to be wrong. 
He condemns the move of Q, Kt B 3, now, because it hin- 
ders the immediate advance of Q, B P, while, inconsistently 
enough, he recommends Black to play Q, P 1, which shuts 
up K B. It is not pretended that Q,P 1 can be proved 
directly to lose the game, but merely that it yields Black a 
crowded position, containing the seeds of defeat. 

3 Q P two — Stronger play than K BQB 4 ; in answer to 
which Black would not move K B P 2, as taught by Philidor, but 

e 2 



52 



king's knight's opening, &c. 



QBP1, Laving a secure position, and foiling the attack ; though 
necessarily crowded throughout a long series of moves. Tf Black 
now take P with P, you retake with Q,, pinning Q, Kt with B, if 
he attack Q, at Q, B 3. If he bring out K Kt B 3, you mav pin 
Kt. If he play K B P 1, you place K B at Q, B 4. If he pin 
Kt now, you move Q, B PI. To bring out K Kt is his best 
resource, or to take P with P : but Philidor recommends 

3 K B P two 
4QPxP 4KBPxP 

5 Kt to Kt fifth 5 Q P advances 

6 P to K sixth (best) 6 If he move K B to Q, B 4, you 

may play Kt to B 7 ; and on his answering with Q, to K B 
3, move your Q, to her 2 ; or, as still stronger play, you 
may at once take K P with Kt 

K Kt to R third 
White has four modes of continuing the attack. 

first mode of attack. 

7 Q + (inferior) 7 K Kt P covers 

8 Q, to K R third (best) 8 Q, to K B third 

9 Q, B P two. — Should he answer by checking with B, you 
retire to Q, and his situation is not improved. 

9 Q, B P one (inferior play). See 
Var. A. 

10 P X P 10 P retakes P 

11 Q Kt to B third 11 Q to K fourth— K B Kt 5 is 

rather better, and, Jaenisch thinks, gives him yet an equal 
game. 

12 B checks 12 Q Kt to B third 

13 Castles ; and if Black answer with K B to Kt 2, you move 
R to Q,, winning a Pawn. 

Variation A. 

9 Q P one (best) 

10 Kt X K P. To prevent his advancing K P 

10 Q, x K P 

11 Q x Q 11 B x Q, 

Black has a passed Pawn, and the better game. 

SECOND MODE OF ATTACK. 

7 Kt takes R P (inferior) 7 Q, B x P— Better than taking 

Kt with R, as you would check with Q. 

8 Kt x B 8 K x Kt 

I rather prefer Black's position. 

THIRD MODE OF ATTACK. 

7 Q Kt to B third (unsound) — This Kt is played out in order 
that K Kt may be sacrificed, if he sustain Q, P with QBP, 
The move is brilliant, but dangerous. 

7 Q B P one 

8 K Kt x K P 8 P x Kt 



king's knight's opening, &c. 



53 



9 Q, to R fifth + 

10 Q, to K fifth 

11 Bx Kt 

12 R attacks Q, 

13 K B to Q, B fourth 

14 Q X P 

15 P x B 

16 B to Kt third— If K B X 

17 Q R P two 

18 B to B fourth 



9 P covers 

10 Rook moves 

11 B x B 

12 Q, to K second (B.) 

13 B to Kt second 

14 B x Kt + 

15 Q Kt P two 
P, his Q, x K P 

16 Q, R P two 

17 P X P 

18 Plays Q , R to R 2, or K R to 
K B, having some advantage. 



B. 

12 Q to KKt fourth (bad) 

13 Q, to Q, B seventh 13 B x P 

14 Kt x P 14 Q to K second 

15 R + 15 Q x R 

16 Kt to Q, sixth -f 16 Q, x Kt 

17 Q X Q, and will win. 

FOURTH MODE OF ATTACK. 

7 KBP 1. This is your best move. It was invented by Von 
Der Lasa. 7 P X P. — If he move KBK 

2, you x P with P. If he play K Kt P 1, you move Q, Q, 
4. If he place Q, at Q, 3, you answer Q, Kt B 3. If he 
play Q, Kt B 3, you move KBQKt 5. 

BQxKBP 8 QtoQ third (or C.) 

9 K B Q, 3 (best) 9 Q, B x P 

10 Castles 10 K to Q,. — He has no better 

move. If he play K B K 2, your reply is Q, K R 5 + 

11 Kt x B + 11 Q x Kt 

12 B x Kt 12 P x B 

13 Q, Kt to B third 13 B + 

14 K to corner 14 K R to K B. — If he move 

QB P 1, you play Q, R K and win. 

15 Jaenisch here plays Q, X P> and changes Queens, remaining 
with the better game ; but it surely serves to free Black some- 
what from his embarrassment to suffer this exchange, and there- 
fore White should rather now move K B K B 5, &c. 

Variation C. 

8 K R to K Kt 
9 Q Kt to B third 9 Q B P one 

10 QtoKB seventh + 10 Kt x Q 

11 P x Kt + wins. 

GAME VI. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q Kt to B third (best) 



54 



king's knight's opening, &c. 



3 K B to Q, Kt fifth — This was formerly considered very weak 
play, but may he adopted with perfect safety. 

FIRST REPLY. 

3 K B to Q, B fourth.— Jaenisch 
and Von Der Lasa prefer K Kt B 3. 



4 QBP one (hest, see A.) 


4 


K Kt to K second 


5 Castles 


5 


Castles 


C Q P two 


6 


P X P 


7 P X P 


7 


K B to Q Kt third 


8 Q P one 


8 


Q R P one 


9 B to Q R fourth 


9 


Q Kt home 


10 Q, P advances 


10 


K Kt to Kt third (best) 


11 P X P (best) 


11 


Q x P 



12 Q, Kt to B 3, with rather better position. Black can, how- 
ever, vary some of the preceding moves, and the result should be 
an even game. 

Variation A. 

4 B x Kt 4QPxB 

5 If you take K P with Kt, he gets a good game by playing Q, 
Q, 5. Ponziani makes you play now at once QBP 1, the answer 
to which is Q, Q 6 

Q P 1 (best) 5 Q B to Kt fifth 

6 Q B to K third 6 Q to her third 

7 Castles 7 Q, R to Q 

8 Q Kt to Q, second 

The game is even. Jaenisch now erroneously plays for Black 
K Kt K 2, not seeing that you would not reply as he supposes 
with Q Kt Q Kt 3, but with Q Kt Q B 4, winning a piece. 

SECOND REPLY. 

3 K Kt B 3 
Kt gives no advantage. 

4 K B to Q, B fourth 

5 Q, Kt to Q, fifth 

6 B x Kt 

7 B Q Kt 3 

8 QBP one 

9 K R P one 

10 Q, x B 

11 Castles 
Even game. 

GAME VII. 

WHITE. BLACK. 

K P two 1 K P two 

K Kt to B third 2 Q, Kt to B third 

KBtoQB fourth 3 If he answer with K Kt B 3, 

the game becomes (i The Two Knights' opening." His 
best move is K B Q B 4, as in following games, but suppose 
K B P 2 (weak) 



4 QP one— To take 

5 Castles 

6 Kt x Kt 

7 QBP one 

8 Q, B K Kt 5 
9KBQR fourth 

10 B x Kt 

11 Q, Kt to Q, second 



1 

2 
3 



king's knight's opening, &c. 



55 



In the first place, 

4 B x Kt (wrong) 4 R x Kt (best).— If K B P x P, 

your Kt x P, and on his then taking either B or Kt, you 
equally play Q, K R 5 + 

5 Q, P two 5 Black now neither moves K B 

P X P, nor K P x P, nor Q, Kt x Q P, the only 3 moves 
examined by Lewis, but he plays as best 

Q, P I. — A variation of the 
Lopez Gambit is now formed, which is always allowed to be 
fully even for Black, if played thus. 

6 Q P x P (best) 6 Q P x P.— Best, for if K B P 

X P, you move Q, Q, 5 

7 Q x Q + 7 Kt x Q 

8 K P x P 8QBxP 

9 Kt x P 9 B x P 

10 Castles 10 Q Kt K 3. Even. 

In the second place, 

4 Q P 2 (right) 4 K Kt B 3 

5 K Kt to Kt fifth 5 Q to K second (best) 

6 K B + 6 K to Q, 

7 K B to Q Kt third JKPxP 

8 K Kt to K B 7 + 8 K to K 

9 Kt x R 9QxP + 

10 Q, to K second 10 QP two 

11 Q Kt to Q, second U Q X Q + 

12 K x Q, 12 Q B to K third 

13 Q Kt to K B third 13 K Kt to Kt fifth 

14 Q Kt to Kt fifth 14 K to his second 

15 Q, Kt x K R P, wins. All these moves are not forced for 
Black, but vary them as he may, you have the better game. 

GAME VIII. 
The Giuoco Piano. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q Kt to B third 

3 K B to Q, B fourth 3 Should Black now move Q to 

K B 3, you push Q P 2, and if he take P, advance K P ; 
which, if he take with Kt, you move Q, to K 2 

KBtoQB fourth (best). The 
regular Giuoco Piano of the Italians is now formed, by the 
leading moves having been played as shown. 

4 Q, B P one — You may also play Q, Kt to B 3 

4 Q, to K 2. — This may be played 
with safety ; though I rather prefer K Kt B 3 

5 Q P two 5 P X P. He should retreat 

K BQ, Kt 3, and I consider the game even. To take 
Pawn is evidently bad. 



56 



king's knight's opening, &c. 



fi Castles. The game is now resolved into a variation of the 
Q, P 2 game. Black's best course were to move P to Q, 6, giving 
it up ; in which case you would remain with the better position. 
At this point in the Q, P 2 game, I have shown the consequences 
of his now taking Q, B P ; therefore, suppose 

6 Q, Kt to K fourth (bad) 

7 Kt X Kt 7 Q, x Kt 

8 K B P two 8 If Q retreats, you clearly ac- 

quh'e the stronger position. 

P X P dis + 

9 K to corner. — If Black retreat Q, your Kt x P 

9 P X 0, Kt P. Bad ; his best 
move is P Q,B 7 5 but you still get better position by taking 
P with Q. If he now play QQ5, you move Q, Q, Kt 3, 
with better position. 

10 P x Q 10 P queens, taking R 

11 Q to her fifth ; observing that if he answer with Q, P 1, 
you give Checkmate in six moves. 

11 K B .to K second 

12 Q x K B P + 12 K to Q, 

13 Q, x Kt P, decidedly forcing every thing. 

GAME IX. 
Moves 1 to 4 as in last game. 

WHITE. BLACK. 

4 Q, P one (inferior) 

5 Q P two 5 P X P 

6 P retakes P 6 B + (inferior ; because it 

gives up the use of Bishop) 

7 Kto B— White would do rather better to move Q, Kt B 3, in 
which case I should prefer your game, Black's men being com- 
paratively crowded. Still the move K to B is safe. 

FIRSTLY. 

7 Q, B to Kt fifth 

8 Q, P one — Bad (see A and B). May also try the taking 
K B P, but would hardly succeed. 

8 B x Kt (best) 

9 If you take B with Q, he gets the better game by playing 
Kt K 4. Should you capture B with P, he equally plays Kt K 4, 
and on your chg with Q,, covers with Q,, in order to ch when your 
Q. takes B. I have never yet seen the move of Q to Kt 3 tried 
at this point, but it appears to give White more resource, and 
were well worth the experiment. 

Q to her R fourth 9 B x K P (best) 

10 P X Kt 10 Q Kt P two — This move 

knocks up White's ninth move of Q, to Q, R 4, and was 
first noticed in my Philidorian, in correcting Mr. Lewis. 

11 If you take K B P ch, he takes B, and on your taking B, 



KING'S KNIGHT'S OFENINGj &c. 



57 



captures QB P. If you take Kt P with B, he takes Q, Kt, and 
on R or Q, taking B, the other B removes in safety. If you cap- 
ture Kt P with Q,, he may take Kt, or attack Q, with R. 
Q X B 11 P X B 

12 Q, X P? hut Black has the hotter game. 

A. 

8 Q, to Q, Kt third — Perhaps slightly stronger than advancing 
Q, P. If he now answer with Q to K 2, or to K B 3, you push 
Q, P. If he retreat Q, B to R 4, you also push Q, P. If he move 
Q to her second, you play Kt to his fifth. 

8 B x Kt (if) 

9BxP+ 9 K to B 

10 B x K Kt 10 B x P + 

11 K x B 11 R X B 

12 Q P advances 12 Kt to Q, fifth 

13 Q x B 13 Kt to Q B seventh 

14 Q x Kt P 14 Kt x R 

15 Q, to B sixth, with a winning preponderance of force, as Kt 
will not be permitted to escape. 

Variation B. 

8 Q, to Q, R fourth 8 B x Kt— If he move Q, Q, 2, 

you answer K B Kt 5 

9 P X B 9 Q, to her second 

10 KBQKt 5— Best. If you move QP 1, he plays Q, Kt K 4, 
and on your taking K B with Q,, his Q, + at K R 6 ; taking after- 
wards P with Q,, on your retreating K home 

10 Castles — Best. If he move 
Q, R P I, you advance Q, P, and if he then take B with P, 
you safely capture Rook. 

11 B x Kt 11 Qx KB 

12 Q, x Q 12 P x Q 

The game is strictly even. Mr. Lewis says here, " There is but 
little difference in the game." If he considers there is any 
difference at all, one of the two must be the better ; but " the 
which" is prudently left to the judgment of individuals. 

SECONDLY. 

7 If he move Q B, P 1, or Q B 
Q, 2, you answer with Q Q, Kt 3, winning a Pawn at least. 

BtoQR fourth 

8 Q, to her R fourth — If he answer with Q, to her second, you 
bring out Q, Kt to R 3, &c. If he move Q, R P I, you push 
Q, P, subsequently retreating Q, to R 3, if he advance Q, Kt P 2 

8 Q, B to Q, second 

9 Q P advances 9 Q Kt to K fourth (or C) 

10 Q x KB 10 Kt x B 

11 Q to Q B third 11 Q B to Q Kt fourth 

12 Q, x K Kt P, not regarding the discovered +, and you have 
the better game. 



58 



king's knight's opening, &c. 



Variation C. 

9 Q Kt to Q fifth 

10 Q X K B 10 Q, Kt to B seventh 

11 Q to her B third 11 Kt X R 

12 QKtPone 12 Q K B third 

13 Q, B to Kt second 13 Q x Q 

14 QB x Q— Better game. 

THIRDLY. 

7 Q, to K second 

8 K Kt to his fifth 8 If he move K Kt to R 3, you 

push Q, P, taking Kt if he then advance K B P 1 
KBP one 

9 Kt to B seventh 9 Q x P 

10 Kt x R 10 If he move Q P 1, you pin Kt 

with B, and if he then continue with K Kt to K second, 
you play Q, Kt to B 3 K Kt to K second 

11 Q, Kt to B third 11 Q X Q P 

12 Q x Q 12 Kt x Q 

13 B to K third, with the advantage. 

FOURTHLY. 

7 0, to Q, second 

8 Q to her R fourth 8 K B to Q, R fourth 

9 Q, Kt Q, R 3 — Best. If you move on Q, P, his answer is 
Q, Kt K 4 9 K B to Q, Kt third 

10 K B to Q, Kt fifth 10 QRP one 

11 Q P advances 11 P x B 

12 Q, x R. You have better game. If he now play Q, Kt 
Q, R 4, you answer with Q, Kt P 2, and if instead, he move Q, Kt 
K 2, you play Q, B K 3. 

GAME X. 
Moves 1 to 4 as in last game. 

WHITE, BLACK. 

4 K Kt to K second (bad) 
5 K Kt Kt 5 — You may also Castle. (See Var. B.) 

5 Q, P 2— If he Castle, you ob- 
viously win with Q, K R 5 

6PxP 6KtxP 
In the first place, 

7 Q P two (bad) . 7 P x P 

8 Kt x K B P 8 Q, to K second + 

9 Q, covers 9 Q, X Q + 

10 K X Q, 10 K Kt to Q Kt 3— Shown by 

Jaenisch to be best, in preference to taking Kt with K, as 
advised by Lewis. 

11 K B to Q, Kt third 11 K RtoKB 

Black's game is the better one. 



king's knight's opening, &c. 



59 



In the second place, 

7 Kt X K B P — Best ; though pronounced bad by Lewis 

7 Q to K B third— Best. (See A.) 

8 Q P two 8 Q x Kt 
9PXB 9 Q, B to K third 

10 B to Q. Kt fifth (best) 10 Castles K R 

11 Castles 11 Q R to Q 

12 Q to K second — " You have a Pawn; though it is fair to 
admit he has a good position." Thus says Jaenisch. Take it all 
in all, I prefer White's game. 

A. 

7 K X Kt 

8 QKB third + 8 K to his third 

9 Q P two 9 K B to Q, Kt third 

10 Castles 10 Q, Kt to K second 

11 K R K— White should win. 

Variation B. 

5 Castles 5 K B to Q, Kt third 

6 K Kt to Kt fifth (best) 6 QP two 

7KPxP 7 K Kt X P— If he move Q, Kt 

R 4, you play PQ6; and if he then x B with Kt, you + 
with Q, Q, R 4. 

FIRST ATTACK. 

8 Kt X K B P — Jaenisch calls this weak ; but to me it seems 
to be good play. 8 K X Kt 

9 Q, K B third + 9 Q covers (best) 

10 B x Kt + 10 Q B covers 

11 B x Q, Kt 11 P X B 

12 Here Jaenisch directs you to play Q, X P, which removes 
your Q out of action, and is decidedly a bad move. By simply 
taking Q, with Q,, you have the better game. 

SECOND ATTACK. 

8 Q P two 8 P x P 

9 K R + (best) 9 Q Kt to K second 

10 Kt X K B P 10 K X Kt 

11 Q, to K B third + 11 QB covers 

12 You would here get better game by at once taking Kt with 
B -}- ; but Jaenisch plays 

QBKKt fifth 12 K R to K 

13 Here you may take Kt with K B +, but Jaenisch prefers 
Q B x Kt 13 R x B 

14 B x Kt + 14 K home 

15 Q Kt to Q second 15 Q, B P one 

16 B x P + 16 P X B 

17 Q x B 17 P x P 
18RxR+ 18QxR 



CO 



king's knight's opening, &c. 



10 Kt to K B third 19 QtoKB third 

20 R+ 20 K to B 

21 Q, X K R P, with better game. 



GAME XI. 

The following game and variations are by the Indian player, 
Ghulam Kassim. It is a masterpiece of Chess analysis, but, 
like all brilliant attacks, grounded on a fallacy. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K Kt to B third 2 Q, Kt to B third 

3 K B to Q, B fourth 3 Same 

4 Q, B P one 4 Q, to K second 

5 Castles 5 Q, P one — Best. If he play 

K Kt B 3, your reply is Q P 2 
C Q P two G P X P— This is the fallacy 

on which the attack is founded. Black should retreat 
B Q, Kt 3, and the game would be equal. By taking, he 
opens your game; allowing you to retake with P, and thus 
open up Q, B 3 to your Kt. Ghulam Kassim should have 
seen this. 

7 P x P 7 B to Q Kt third 

8 Q, Kt to B third 8QB Kt 5 (or Var. 1) 

9 Q, Kt to Q fifth 9 Q home (or Var. 2) 

10 Q Kt x K B 10 R P X Kt 

11 K R P one 11 QBtoQ second 

12 Kt to K Kt fifth 12 Kt K R third 

13 K B P two 13 Castles 

14 K B P advances 14 Q Kt Q R 4— Best. If he 

move Q, K B 3, your reply is Kt K B 3 

15 K B to Q fifth 15 Q, B P one 

16 K B P advances 16 Q B P X B 

17 Q, to K R fifth 17 K Kt P x P— If, instead, he 

move K Kt P 1, you mate in three moves. (See also A.) 

18 Kt x K R P 18 K x Kt 

19 Q, B x Kt 19 K R home 

20 Q, X K B P + 20 K x B 

21 Mates in eight moves. 

A. 

17 Q, Kt to Q, B third (if) 

18 K B P x P 18 K x P 

19 Kt X K R P 19 K x Kt 

20 B X Kt 20 K B P one (best) 

21 B x R + 21 K to Kt 

22 Q, to K Kt sixth + 22 K x B 
23KRxP+ 23Q,xR 

24 Q x Q + 24 K to Kt 

25 R to K B, wins easily. 



king's knight's opening, &c. 



61 



Variation 1. 

8 K Kt to B third 

9 Q, Kt to Q fifth 9 Q home— If he capture Q, Kt, 

you win a piece. 

10 Q B to Kt fifth 10 Same 

11 KP advances 11 QP X P 

12 Q, P x P 

FIRST DEFENCE. 

12 KRP1 (best) 

13 P x Kt 13 P x 0, B 

14 P x K KtP 14 K R to K Kt 

15 Q, to K 2 + If he answer this by interposing Kt K 2, you 
mate at once ; if he move K Q, 2, you take B with Kt + 

15 Q B in 

16 Q Kt x K B 16 Q R P x Kt 
17KBxB 17PxKB 

18 Q x P + 18 Kt in 

19 KRK 19 K R X P 

20 Q, R Q, 20 Q, Q, B 

21 Q, K B sixth 21 KRKB2 

22 Q, K R eighth + 22 K R covers 

23 K R x Kt + 23 K X K R 

24 R to K + and wins directly. 

SECOND DEFENCE. 

12 Q, B x K Kt 

13 Q, x B 13 Q, Kt Q, 5— If Kt X P you 

win a piece. (See also B.) 

14 Q to Q, third 14 Q, Kt to K third 

15 P X K Kt 15 Kt X Q, B 

16 P x K Kt P 16 KRtoK Kt 

17 K R to K + 17 Kt to K third (best) 

18 Q, X K R P 18 K to Q, second 

19 Kt X K B + and wins. 

B. 

13 K R P one 

14 You may take Kt with Kt +> an d if K moves you mate in 3 
moves ; but if he take Kt with P, you win by taking P with B. 
Or you may play 

PxKKt 14 P X Q, B 

15 P x K Kt P 15 K R to K Kt sq 

16 Kt to K B sixth + 16 K to his second 

17 K R to K + an d mates directly. 

Variation 2. 

9 Q, B X Kt 

10 Q, X 0, B (best) 



02 



king's knight's opening, &c. 



FIRST DEFENCE. 

10 Q, Kt x P 

11 Q to her third 11 Q to K fourth 

12 Q, B to K B fourth 12 Q to K R fourth 

13 Q Kt X K B and wins. 

SECOND DEFENCE. 

10 Q, to her second 

11 Kt X K B 11 Q, B P x Kt— If Q, R P had 

taken Kt, Black would plav KBQ Kt 5 

12 Q to K Kt third 12 K Kt P 1 ( or Var. 3) 

13 Q, B to K B fourth 

In the first place, 
13 Castles 

14 Q, Q, B third 14 Q, Q, B 2— If K to Kt, you 

answer Q, P 1 

15 Q R to Q B 15 K to Kt 

16 K B to Q, Kt fifth 16 Q to K second 

17 K B x Q Kt 17 P X B 

18 Q P one 18 K B P 1— If Kt go to K B 3, 

it is lost. 

19 Q P X P 19 Q, to Q B second (best) 

20 K R to Q 20 K Kt to K second 

21 Q, X P 21 K R to K B 

22 R X Q P, or Q x Q P, and wins. 

In the second place, 
13 QRtoQ 

14 Q P one 14 Q, Kt to K 2— If he move Q, 

Kt Q, R 4, you play KBQ3 

15 K P advances 15 P X K P— If he play Q, Kt 

K B 4, you move QQB3 

16 Q, B x P 16KBP one 

17 QP one 17 Q, Kt Q, B 3 -If he move Q, 

Kt K B 4, you reply Q, Q, B 3 

18 Q, B to K B fourth 18 K Kt P one 

19 Q, B x P 19 Q X P— If P X B,you move 

Q Q, B 3 

20 QBtoKB fourth 20 QtoKB 

21 K R to K + 21 KKt covers 

22 Q to K Kt fourth 22 Q R Q, 5 — If he play 

K R P 2, you mate in 3 moves. 

23 Q, K R fifth + 23 K to Q (best) 

24 Q R to Q 24 Q to K 

25 K B to B seventh 25 Q, to her second— If he pla 

Q, K B, you move Q, B K R 6 

26 K B to K sixth 26 Q to K 



king's knight's opening, &c. 



63 



27 Q to Q Kt fifth 27 K R to K B — If he play Q K 

B, or Q K Kt 3, you take R with R + 

28 Q <o her B fourth 28 R x R 

29 White mates in 3 moves. 



Variation 3. 





12 K B P one 


13 Q, B to K B fourth 




FIRST 






13 Q R to Q, 


14 Q, R sq 


14 K Kt P 1 


15 (iK r one 


15 K to B 


16 Q, B home 


16 K to Kt second 


1*7 TT "R "P 

1 / IV D I tWO 


1/ iv l\t to iv rttnirci 


18 QP one 


18 Q, Kt to K second 


19 Q Kt P two 


19 KRtoKB 


20 Q B to Q Kt second 


20 Q, Kt to K Kt 


21 K R P one 


21 Q, R to K 


22 Q to her third 


22 Q, R P one 


23 K Kt P two 


23 K Kt to B second (best) 


24 K Kt P one 


24 K R P two 


25 K Kt P x B P + 


25 K to R second (best) 


26 Q R to K 


26 K Kt to R third 


27 K P advances 




In the first place, 




27 QtoQB 


28 P to K B fifth 


28 K Kt x P 


29 K P advances 


29 Q, Kt x P 


30 K R x Kt 


30 P x R 



31 Q x P + 31 K to Kt second 

32 Q, to K Kt fifth + 32 K to R— If he play K to R 2, 

you mate in 4. 

33 Q, B x Kt + an( i wms easily. 

In the second place, 

27 Q K B fourth 

28 Q to K Kt third 28 Q, to Q, B 

29 P to K B fifth 29 K Kt x P 

30 K R x Kt 30 Q, x B 

31 K B Q, 3, and wins easily. 

second defence. 

13 Castles 

14 K to Q Kt 

15 Q K Kt fifth (best) 

16 K Kt to K second (best) 

17 Q to K Kt third 

18 K R P two 

19 P X Q R P 



14 K B to Kt fifth 

15 QQ third (see C) 

16 Q B to K Kt third 

17 K B P one 

18 Q R P two 

19 Q R P one 



64 



king's knight's opening, &c. 



20 QP one 20 Q Kt Kt fifth 

21 Q, to her Kt third 21 Q Kt P one 

22 Q B to K 22 K Kt to Q B 

23 B x Kt 23 P x B 

24 Q x P 24 Q to K B second 

25 K R to Q B 25 K Kt P two 

26 KRtoQB fourth 26 K R to R second 

27 QRtoQB, and wins. 

C. 

16 Q P one (bad) 16 Q Kt to Q fifth 

17 B x 0- 17 Kt to K seventh + 

18 K to R 18 Kt x Q -f then R X B, with 

equal game. 

GAME XII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q Kt to B third 

3 K B to Q, B fourth 3 Same 

4 Q, B P one 4 Q, to K second— This more 

has been condemned without sufficient cause. It is per- 
fectly safe, though I prefer K Kt B 3. 

FIRST MODE OF PLAY. 

5 Q P two 5 B to Kt third (best) 

6 If you take P with P, he retakes with Kt, and the game is 
even, whether you change Knights or not. 

Q P advances 6 Q, Kt to Q, — He may also go 

home with Kt. 

7 Castles 7 Q P one — He will now move 

K B P 2, and the game is equal. The advance of your 
Q, P so far, weakens your situation. 

SECOND MODE OF PLAY. 

5 Castles 5 Q, P one 

6 Q P two 6 K B Kt third (best) 

7 The game is even. If you play Q, B K Kt 5, he replies with 
K Kt B 3. If you advance P on Kt, the latter retreats, either 
home or to Q. Black will persist in not taking Q, P with K P, 
because in so doing he would enlarge the activity of your Q, Kt, 
by opening to his range your Q, B third square. Jaenisch, who 
does not like Black's fourth move Q, K 2, considers he can prove 
that you now get the better game, and supports his opinion by the 
following moves. 

7 Q R P two 7 Q R P two 

8 Q Kt to R third 8 K Kt to B third 

9 KRtoK 9 Castles 

10 K R P one 10 K R P one 

11 Q Kt Q B second 11 Q B to Q, second— This is a 

very weak move. 



king's knight's opening, &c. 



65 



12 Q Kt P one 12 KRtoK 

13 B to Q, R third 13 Q home 

14 Q, to Q, third ; "and " says Jaenisch, "you have by far the 
better game." So you now have ; but I leave it to the judgment 
of good players, to say whether Black is forced to make all the 
moves put down for him by Jaenisch, or whether he may not, 
more than once, shape his defence to greater advantage. At move 
6, I give it as my opinion that the game is even, and I see nothing 
in Jaenisch's subsequent moves to cause me to change my mind. 

GAME XIII. 

WHTTE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q, Kt to B third 

3 K B to Q B fourth 3 Same 

4 Q B P one 4QP 1— Inferior to K Kt B 3, 

or Q, K 2, since playing the best moves subsequently, White 
will get rather the stronger position. 

5 Q P two (best) 5 P X P 

6PxP 6 K B Q Kt third— Best. The 

ch of Bishop is the subject of a separate game. 

7 K R P one — This is a bad move, though played by the Paris 
Club in their match by correspondence with the Westminster 
Club. Rather move Q, Kt Q, B 3, as in Variation. 

7 K Kt to B third 

8 Q Kt to B third 8 Castles 

9 Castles — Up to this point these were the moves played by 
Paris and Westminster, but the latter now replied incorrectly with 
K R K, and got so crowded a position that they lost the game. 

9 K Kt x P (best) 

10 B x P 4 If you take Kt he advances Q, P 1, and you are 

left with an isolated pawn. 10 R X B 

11 Kt x Kt 11 Q B to K B fourth 

12 K R K— Best. If you move Q Kt K Kt 5, his reply is K R 

K B 3 12 Q to Q, second 

13 Q Kt to K Kt third 13 K R P one 

Now if you move Q, B K 3, he answers with Q, R K ; or if you 
advance Q, P, his reply is Kt K 4. In either case we prefer Black's 
game. 

Variation on Move 1. 

7 Q, Kt B 3 — Best. If you move K B Q, Kt 5, his answer is 
Q, B Q, 2. If you advance Q, P you weaken your position, his 
correct reply being not Q, Kt K 4, but Q, Kt K 2. See my Chess 
Studies, Games 6 and 36. Lastly, if you now Castle, his answer is 
K Kt B 3. 7 K Kt B 3 

8 K B Q, Kt 5 (best) 8 Q, B to Q second 

9 B x Kt (best) 9 B x B 

10 Q to Q third 10 Castles 

11 Castles 11 K R to K 



66 



king's knight's opening, &c. 



12 K R to K 12 K R P one 

13 Q B to K B fourth. You have the better game. 

GAME XIV. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q, Kt to B third 

3 K B to Q, B fourth 3 Same 

4 Q, B P one 4 K Kt to B third 

5 QP two (best)— You may play Q P 1 to vary the game ; 
but it is so much less attacking than Q, P two, as to be unworthy 
of examination here. 5 P X P — To retreat Bishop is 

too bad to be worth notice. 
6' K P one (best) — If you retake with P, his Bishop checks, 
and presently advances Q, P 2, breaking your centre Pawns. 

G QP two (best) — If he move 
Q, K 2 you Castle. If he play K Kt Kt 5, you do not take 
K B P with B +, as advised by some authors ; but as 
sounder play you take Q, P with Q, B P, and if he retire 
B Q, Kt 3, you then move K R P 1, in order to take K Kt 
when he retreats with Q, B. The move now of K Kt K 5 
will be the subject of a separate game. If he now play 
K Kt K R 4, vou take KBP with B + 

7 KBQKt fifth (best)— If you take Kt with P, he takes B 
with P ; and if you then take K Kt P with P, he moves R K Kt, 
and has the better game. 7 K Kt to K fifth 

8 If you take P with P, he checks with B, and comes out with 
an even game. If you take P with K Kt, he may either play 
Q, B Q, 2, or Castle at once, having an even game. 

BxKtf 8 P X B 

In the first place, 

9 P X P (best) 9 B Q Kt 3 (see A.) 

10 Q, Kt to B third— If you play Q B K 3 he pushes QBP1. 
You may safely Castle this move to vary your play. 

10 PtoQB fourth 

11 P X P 11 Kt X Kt 

12 P X Kt 1 SB x P 

13 K Kt to Q, fourth 13 Castles 

14 Castles — The game is even. 

A. 
9 B + 

10 Q, B Q, second 10 B X B + —If he move Q K 

2, you play Q Kt B 3 

11 QKtxKB 11PQB 4— If he play Q, B 

Q R 3, you move Q, Q, B 2 

12 Here you may either Castle, or play as perhaps stronger 
Q, R Q, B, having rather the better position ; which tends to show 
that at move 9 he should retreat, rather than check with B. 



king's knight's opening, &c. 



G7 



In the second place, 

9 K Kt X P (inferior) 9 K B Q Kt 3 — He may also 

Castle. 

10 Q B to K third 10 QBP one 

11 K Kt to Q Kt third 11 P to Q B fifth (best) 

12 B X B— If you return with K Kt Q 4, he plays K Kt Q B 4 

12 R P X B (best) 

13 K Kt to Q fourth 13 Q to K second 

Black's game for choice. 

GAME XV. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K Kt to B third 2 Q Kt to B third 

3 K B to Q B fourth 3 Same 

4 QBP one 4 K Kt to B third 

5 Q P two 5 P X P 

6 K P advances 6 K Kt K 5 (inferior) 

7 KBQ fifth (best)— If you take P with P, he checks with 
B, and equalizes the game. If you Castle, he answers with 
QP 2; and if, instead, you play Q K 2, he moves Q P 2, and on 
your taking P, en passant, Castles, or as still better plays Q B 
K B 4, having the better game. 

7 Kt X K B P— If he play K B 
P 2, you take P with QBP. I do not consider the sacri- 
fice sound, a minor piece being worth rather more than 
three Pawns ; though less than four ; still it should be 
risked occasionally for the sake of novelty. 

8 K X Kt 8PXP + 

Your King has now three squares of refuge worth examining ; 
viz. K sq, K Kt third, and K B ; all of which have their par- 
tisans. Lolli and the Italian masters prefer the first ; Ghulam 
Kassim and Jaenisch the second ; and Petroff the third. I give 
three variations on this move. 

FIRST RETREAT OF KING. 

9 K home 9 P X P 

10 Q, B x P 10 Q, Kt to K second 

11 K B to K fourth 11 QP two 

12 P x P en pass. 12 Q x P 

13 Q X Q 13 P X Q 

14 Q Kt B 3— This is better than Q B x P ; his reply to 
which is K R K Kt 14 Q B to K B fourth 

15 If you move Q R Q, his answer is Castles K R 
B x B (if) 15 Kt x B 

16 Q Kt Q fifth 16 Castles K R 

Jaenisch dismisses this as good for Black. It appears to me 
that the three Pawns obtained for the piece will be very difficult 
to conduct. 

F 2 



68 



king's knight's opening, &c. 



SECOND RETREAT OF KING. 

9 K to K Kt third 9 P X P 

10 Q, B X P 10 Q, Kt to K second 

FIRST DEFENCE. 



The Variations of this are by Ghulam Kassim. 



11 


KRP onp 

J.V XV X VJUC 


11 Kt to K B fourth + 


12 


Xv IU XV oCCUllVX 


19 K P to P <;pvpnth 


13 


K Kt P two 

XV XV V X v Yl \J 


13 K B K Kt sixth -4- 

1U XV XI XV lit olAlll 1 


14 


K to Kt <?n 

XV \j\J J.VI i3U 


14 Kt to K sixth 


15 


Q, to her third 


15 Kt v KB 

X fj JiL y\ XV X_f 


1G 


O v Kt 


If] Cflfiltlp^ 
J. \J V-ZtloLlCD 


17 


K to Kt second 


17 K B to B fifth 


18 


Q, Kt to B third 


18 Q, R to Q, Kt (or A.) 


19 


Q, to her fourth 


19 K B to Kt fourth 


20 


Q, Kt to K fourth 


20 K B to K second 


21 


Q R to Q 


21 Q Kt P one 


22 


xv .r one 


Jv r> Jr one 


23 


K P x P 


23 Q B to Q Kt second 


24 


KRtoKB 


24 Q, B x Kt 


25 


Q X 0, B 


25 K B to Q, third 


26 


Q, to K 6th + 


26 K to R — If he cover with 




K R, you move Kt K Kt 5 


27 


Kt to Q fourth 


27 Q R to Q Kt second 


28 


Kt to Q, B sixth 


28 QtoQR 


29 


P queens 


29 K R x Q 


30 


Kt x K R 


30 R to Q Kt + 


31 


Q, Q, fifth, should win. 








A. 

18 Q P one 


1 Q 

1 1) 


Q R to Q, 


19 Q, B to K third 




Q, to Q, fourth 


20 K B to K Kt fourth 


91 


Q, Kt to K fourth 


21 KBtoK second 


22 


K P x P 


22 K B to K B third 


23 


Q, Kt x KB 


23 Q, x Kt 


24 


Q X 0, 


24 K Kt P x Q 


25 


PxQBP 


25 B x 0, R P 


26 


QB'x P 


26 B to K third— If he move 




KRtoQB, you check with Q R. If he play Q, R Q, B, 




you win by R Q, R 




27 


R Q eighth 


27 0, R P two 


28 


K R to Q, 


28 Q, R to Q B 


29 


B to K seventh 


29 K R to K 


30 


R X K R + 


30 R X R 


31 


R to Q, eighth, wins. 






SECOND DEFENCE. 


11 


K B to K fourth 


11 Q P two 


12 


P X P en pass. 


12 K B x P + 



king's knight's opening, &c. 



69 



13 K to B second 


\6 K 13 to Q rJ fourth + 


14 Q, B to iourth 


14 K J3 X 13 -\- 


15 Q, x B 


15 Q, X Q, + 


1 £* 17 17 ± v * *T\ 


lo Castles 


i *r 17 i~s x T7" 

17 KRtoK 


1M 17 a. X 17 17 X. xT, ! — J 

17 Kt to K Kt third 


18 Q, Kt to Q, R third 


"I O i~\ T~> T> 

18 Q B F one 


19 Q, Kt to Q, Jt$ iourth 


19 K K to Q 


20 K ii Q, 


2U ^ K <t£ Kt 


21 Q, R Q, Kt 


21 Q B Kt nith 


22 ' K R to Q, second 


22 Kt to K second 


2o Q Kt to Q K. tilth 


16 J3 F one 


Ck A 17 17 x J. 17 "D xl~ * J 

24 K Kt to K JB third 


24 B X K Kt 


25 R x R + 


25 R x R 


26 K x B 


26 Q Kt P one 


27 Kt to Q B sixth 


27 Kt x Kt 


28 B x Kt 


28 R to Q, B 


29 B to Q Kt fifth 


29 R to a R 


30 B to Q, R 6, and should win ; for Black cannot advance 


Pawns on Queen's side, while White will come on with Rook and 


King. 




THIRD 


DEFENCE. 


11 K R to K — Jaenisch thinks this best. 


11 Castles — If Kt +, you move 


K to K B 4, says Jaenisch ; but surely King being so ex- 


posed, gives Black the better game. 


12 K R P one 


12 Kt x B 


13 Q, x Kt 


13 Q P one 


14 P X P 


14 Q, x P + 


15 Q x Q 


15 B x 0, + 


16 QBtoK fifth 


16 B x B + 


17 R X B 


17 Q B to K third 


18 a Kt to B third 


18 Q, R to Q, 


Even game ; the three Pawns being here worth Knight, more 


especially Queens being off the board. 


THIRD RETREAT OF KING. 


9 K K B 


9 P X P 


lOQBxP 


10 Castles 


11 Q, Kt to Q, second — You may also play Q, Q, B 2 




11 Q, P 1 (best) 


12 Q Kt to K fourth (best) 


12 Q, Kt to K second 


13 Kt x B 


13 P x Kt 


14 K B to K fourth 


14 Q, B to K B fourth 


15 QQB second 


15 B x B 


16 Q x B 


16 Q, to Q, fourth 


Even game, says Jaenisch. 


For me, I prefer White's game. 


GAME XVI. 


WHITE. 


BLACK. 


1 K P two 


1 K P two 


2 K Kt to B third 


2 Q Kt to B third 



70 



king's knight's opening, &c. 



3 K B to Q B fourth 3 KBtoQB fourth 

4 Castles — You are not compelled to play Q, B P 1 on move 4; 
hut may with equal safety Castle, or play one of several waiting 
moves, as Q Kt B 3, Q P 1 sq, &c. 

4 K Kt to B third — A weak 
move ; should play Q, P one, which would equalize the 
opening. 



5 


K Kt to Kt fifth 


5 Q, P two — This move loses the 




game : Black ou^ht instead to Castle. 


6 


K P x P 


6 Kt x P 


7 


Kt x K B P 


7 K x Kt 


8 


Q to K B third + 


8 K to K third 


9 


Q Kt to B third 


9 Q, Kt to K second 


10 


Q, Kt to K fourth 


10 KBtoQ Kt third 


11 


Kt checks at K Kt fifth, and wins. 






GAME XVII. 




WHITE. 


BLACK. 


1 


K P two 


1 K P two 


2 


K Kt to B third 


2 Q, Kt to B third 


3 


K B to Q, B fourth 


3 The same 


4 


Castles 


4 K Kt to B third 


5 


K R to K 


5 Castles 


6 


Q B P one 


6 K R to K 


7 


Q P two 


7 P X P (bad) 


8 


K P advances 


8 K Kt to Kt fifth 



9QBPxP 9 If Black now take Q P with 

Q, Kt, you ought not to take Kt with Kt, for he would win 
by moving Q, to K R fifth, but you should take K B P 
with B + K B to Q, Kt fifth 



10 


KB X P + 


10 K x B 


11 


K Kt to Kt fifth + 


11 K to Kt 


12 


Q, x Kt— May also 


check with Q, 




12 B x R 


13 


Q, to K B fifth 


13 Kt to K second 


14 


Q, X KRP + 


14 K to B 


15 


QtoKR fifth 


15 K Kt P one 


16 


Gives Checkmate in three moves. 



GAME XVIII. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K Kt to B third 2 Q, Kt to B third 

3 K B to Q B fourth 3 Same 

4 Q, B P one 4 K Kt to B third 

5 Castles 5 Kt x K P (weak) 

6 Your correct move is B to Q, 5, and then, when he retreats 
Kt to K B 3, you take Q, Kt with B, regaining P with Kt. Sup- 
pose, however, 

Q, to K second (inferior) 

6 QP two 



queen's-pawn-two opening. 



71 



7 B to Kt fifth 7 KB P one 

8 B x Kt + 8PxB 

9 Q P one 9 Q, B to R third (best) 

Black has the better game. 

Note. From the foregoing examination of the King's Knight's 
Opening and Giuoco Piano, the following are my deductions : — 

Black may safely reply to your first move of K P 2 with K P 2 
also, and in answer to your then attacking K P with K Kt on 
Move 2, should play as best Q, Kt B 3. 

K P 2 

Supposing each to have played these two moves 1 — ~ ^ 
K Kt B 3 

2 , and White to proceed to adopt the Giuoco Piano by 

Q, Kt B 3 
K B Q B 4 

3 — , Black's best reply is to play the same move also. 

The Giuoco Piano being formed, and White playing on Move 4, 
Q, B P one, the best answer is K Kt B 3 ; though Q, to K 2, may 
be also risked by Black. 

At a further stage of the Giuoco Piano, as set forth in Game 14, 
when you advance K P attacking Kt at Move 6, Black's strongest 
reply is Q, P 2. 

The best 'moves which can be adopted by both parties in the 
Giuoco Piano being given in Game 14, the safety of the defence 
therein developed is perfectly satisfactory. 

The legitimate result of the regular Giuoco Piano Opening is 
an equal game. 



CHAPTER II. 



THE QUEEN'S-PAWN-TWO OPENING. 

This opening, known also as the Queen's Pawn's Gambit, or the 
Central Gambit, and the Scottish Opening, from its having been 
used in the match by correspondence between the Clubs of 
Edinburgh and London, is one of the most attacking methods of 
commencing the game, which can possibly be adopted by the first 
player. It is alike fertile in resource, and safe in its results ; 
since if even the best moves are opposed on the part of the 
defence, the Pawn first given is regained ; and the game in its 
more forward stages becomes of an even character. The Queen's- 
Pawn-two opening thus presents both shield and spear, and in 
this respect has the advantage over the Evans Gambit, and 
similar debuts; in which, should the attack fail, ultimate loss is 
assured to the first player, through the weight of the sacrificed 
Pawn, which he never regains. The Queen's-Pawn-two opening 
may be classed as simply a variation of the Giuoco Piano, and its 
result is a perfectly even game. 



72 



QUEEN 'S-PAWN-TWO OPENING. 



GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to P> third 2 Q Kt to B third 

3 Q, P two — This move constitutes the Queen's- Pawn-two 
opening. Your motive in pushing this Pawn to its extent is to 
open the board at once to the range of your pieces, particularly 
the Bishops. Black may in answer take Pawn with Kt or P. 
In the present game I suppose him to take it with Pawn. 

3 Pawn x P (best) 

4 K B to Q B fourth (best) 4 B + This is dangerous, but 

not really unsound. 

5 Q B P one 5PxP 

6 Castles. Your best move. Cochrane has invented a pleas- 
ing variation on this point. See next game. 

6 P x P (bad : see D.) 

7 Q B X P — He must guard his K Kt P, and can only do so 
in one of four different ways ; the first of which we may quickly 
dispose of, by remarking that if K B return home, you advance 
K P, or place Q, Kt at Q, R 3, or move Q, Q, 5 and then Kt Kt 5, 
and you have a fine position of attack, though several of the 
first players of the day prefer Black's game. 

FIRST DEFENCE. 

7 K Kt to B third 

8 K Kt to its fifth 8 Castles 

9 K P advances— If Black move K R P 1, you take KBP 
with Kt ; and if instead he push Q, P 2, you take Kt, and win by 
placing Q at K R 5. 9 K Kt to K 

10 QtoKPv fifth 10 K R P one (must) 

11 Kt x K B P — White wins immediately. 

SECOND DEFENCE. 

7 K B P one 
In the first place, 

8 K P one (best)— If he take P with Kt, you take Kt with 
Kt. If he retreat B K 2, you move Q, Q, 5. 

8 P X P 

9 Kt x P 9 Kt x Kt 

10 Q, B x Kt 10 K Kt to B third 

11 QtoQR fourth 11 Q, to K second— If he play 

K B to K 2, you may answer with R to K. 

12 B x Kt 12 P x B 

13 Q, R P one — If the Bishop go to your King's sq, you play 
Q, R to its second. 13 K B to Q, B fourth 

14 Q, Kt to B third — White should win, from position. 

In the second place, 
8 Q to her Kt third 8 K Kt to R third— He may 



queen's-pawn-two opening. 



73 



also play Kt to K 2 (see Variation A). If he play K K B, 
you push K P, and get the better game. 
9 K P advances — Should he move his K B P on, you push 
this P another sq. Should he play Q, P one, you move Q, Kt 
Q, R 3, and on his responding Q, B Kt 5, you play QRQ. 

9 P x P 

10 Kt X P 10 Q, to K second (best) 

11 Kt x Kt — If he retake this Kt with Q, P, you capture 
K Kt P, and on his taking B with Q,, you take his Bishop 



with Q. 

12 Q, B x K Kt P 

13 Q, X KB 

14 Rook + 

15 Q, Kt to B third 

16 QR + 

17 Q, to Q Kt seventh 

18 Q x doubled P 

19 R X B + 

20 Q x Kt 

21 Q to Q second + 



11 Q, Kt P x Kt 

12 Q, x B 

13 Q P two (best) 

14 K to Q, 

15 P x B 

16 B interposes 

17 Q, R to Q, B 

18 K R to B (B.) 

19 Q X R 

20 Q to K B fourth 

21 Q, covers 



22 Q, to.K Kt fifth +, and must win, 



19 R X B + 

20 Q to K B sixth + 

21 Kt to Q fifth 

22 Kt x R 

23 Q, + at B eighth 

24 R -J-, and wins the game. 



B. 

18 K R to K 

19 Q x R 

20 R covers 

21 Kt K B 4 

22 Kt retakes 

23 Q, covers 



Variation A. 

8 K Kt to K second 
■You might also play Kt to Kt 5. 

9 P X P (Var. C.) 

10 Kt x P 10 Q P two 

11 R to Q— If Black now moves Q, B to K 3, you take Q Kt, 
and if he then capture with K Kt, you take Q, P with K B. 

11 Castles 
P + 12 Kt retakes 

Kt 13 Q B to K third 

Q 14 B x 0. 

Q R 15 R x R 

B, and White ought to conquer. 

Variation C. 



9 K P advances- 



12 B x 

13 R X 

14 R x 

15 R x 

16 P x 



10 K R to Q 

11 P X P 

12 K B x P + 



9 Q P two (best) 

10 Castles 

11 P X P 

12 Kt X B 



74 



QUEEN S-PAWN-TWO OPENING. 



13 R X Kt 13 Q to K (if) 

14 R to K Kt fifth -f 14 K to corner 

15 Q to K Kt eighth + 15 R x Q 

16 B x P + 16 R covers 

17 R X R, and wins without difficulty. 

In the third place, 

8 K Kt to its fifth (inferior) 8 K Kt to R third 

9 Q, H If he plays to B sq as best, you push K B P 2 as 

best ; but Black's game is preferable, your better position being 
hardly equal to his brace of surplus Pawns. 

9 K to his second (bad) 
10Q,BxP+ lOKxB (best) 

11 K Kt to B seventh 11 Kt x Kt 

12 White gives Checkmate in seven moves. 



THIRD DEFENCE. 

7 K to B sq 

8 K P advances — You may also move Q, Q, Kt 3 

8 Q, to K second 

9 Q, R P one 9 K B to Q, B fourth 

10 Q, Kt to B third 10 QP one 

11 Q Kt to Q, fifth 11 Q to Q, second 

12 K R to K 12 P x P 

13 Q, B x P 13 Kt x B 

14 Kt x Kt 14 Qhome 

15 Kt x K B P, and wins. 

D. 

6 PtoQB seventh (best) 

7 Q X P 7 Q P one 

8 Q, R P one 8 K B to Q B fourth 

9 Q, Kt P two 9 K B Q Kt 3— If he move 

K B Q, 5, you take it and play Q, Q, B 3. If he now move 
Q, Kt Q5, you take it, and then play B X P + 
10 Q B to Q Kt second 10 K Kt to B third 
The game may be termed even ; your superiority in position 
being worth about the extra Pawn he holds. 



GAME II. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q, Kt to B third 

3 QP two 3 P X P 

4 K B to Q, B fourth 4 B + 

5 QBP one 5 P X P 

6 P X P — This variation is the invention of Cochrane. It is 
brilliant, but unsound. 6 K B to Q, R fourth (best) 



queen's-pawn-two opening. 



75 



7 K P one— Black must respond with QP2, or KKtK2; 
the former being preferred by St. Amant, the latter by Jaenisch. 
The trumpery move Q, P 1 now for Black is not worth notice. 

FIRST DEFENCE. 

7 K Kt to K second 

8 Q B Q, R, third (or Var. A.) 8 Castles 

9 Castles 9 K to R (or Var. B.) 

10 K Kt to Kt fifth 10 Kt x P 

11 Kt x K R P 11 Kt x K B (best) 

12 Q, to K R fifth 12 K Kt P one 

13 Q, to K R sixth 13 Kt to K B fourth 

14 Q, to K R third 14 Q, to K R fifth 

15 Q X Q 15 Kt x 0, 

16 Kt x R 16 Kt x B (best) 

17 Kt X P + 17 P X Kt 

Black should win. 
B. 

9 K R P 1 (inferior)— If he 
play Q, P 2, you X P 3 an passant, and the game becomes 
even. 

10 Q Q, Kt third 10 B to Q Kt third 

11 Q, Kt to Q, second 11 K to corner 

12 Q, Kt to K fourth 12 Q, Kt to R fourth 

13 QtoQR fourth 13 Kt x B 

14 Q, X Kt — White's game for choice. 

Variation A. 

8 K Kt to Kt fifth 8 Kt x P 

9 Kt x K B P 9 Kt x Kt 

10 B x Kt + 10 K x B 

11 Q, to K R fifth + IIP covers 

12 Q, x B 12 Q B P one 

13 Q to Q Kt fourth 13 K R to K sq 

14 Q, to K B fourth + 14 Kt in + 

15 QBtoK third 15 Qto KB third 

16 Castles 16 Kt x B 

Black has the better game. 

SECOND DEFENCE. 

7 Q P two 

8 If you attack Q with Q, B, he moves K Kt K 2, and if you 
then pin Q, Kt with K B, he answers Q, B Q, 2. 

In the first place, 

8QxP 8QXQ 

9 KB x Q 9 K Kt to K second 

10 K B x Kt + 10 Kt x K B 

11 QBtoKB fourth 11 Castles 

12 Castles 12 K R to K 

13 K R P 1— Even game. 



70 



QUEEN'S- PAWN-TWO OPENING. 



In the second place, 

8KBxP 8 K Kt to K second 

9 K B x Kt + 9 K Kt x B 

10 Q, to K 2 (or C. or D.) 10 Q B to Kt fifth 

11 Castles 11 Same 

12 Q, B to K B fourth 12 K R K 

Black's game for choice. 

C. 

10 Q, Q, B 2— If you play Q Q Kt 3, or Q Q R 4, he moves 
Q Q 6 10 Q B to Kt fifth 

11 Q, Kt to Q, second 1 1 Castles 

12 Castles 12 K R to K 

13 K R to K— Even game. 

D. 

10 Q, x Q + 10 Kt x Q 

11 Q, B to R third 11 Q B to K B fourth 

12 Castles 12 Kt to Q B third 

13 QBtoB fifth 13 Castles Q R 

14 Q B to Q fourth 14 Q B to Kt fifth 

Black has rather the better game. 

In the third place, 

8 P X P en pass. 8 Q, x P 

9 Q to Q Kt third — You may also change Queens, and attack 
Q, P with BQR3. See Analysis of this Opening at great length 
in Palamede, by St. Amant. 

9 Q, B to K third 

10 Castles (best) 10 K Kt to K second 

11 Q B to R third 11 B x K B 

12 Q x B 12 Q to Q fourth 

13 Q x Q, 13 Kt x Q, 

14 R + 14 K Ktto K second 

15 K R to K third (or E.) 15 K B P one 

1G Q, Kt to Q, second 16 K to B second 

17 Q Kt to Q B fourth 17 K B to Q, Kt third 

18 K R to Q, third 18 Q, R to Q, 

Black has gained a Pawn, and you have no attack. 

E. 

15 K Kt to K fifth — Von Der Lasa gives this as your best 
resource. 15 Kt x Kt 

16 Q B x Kt 16 K B P one 

17 B x P 17 P X B 

18 K B P two 18 Castles K R 

19 P X Kt 19 P X P 

Black has the better game, as you dare not take Pawn. 



QUEEN S-PAWN-IWO OPENING. 



77 



GAME III. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K Kt to B third 2 Q, Kt to B third 

3 Q P two 3 P x P 

4 K B to Q, B fourth 4 B + 

5 Q, B P one 5 P x P 

6 Castles 6 Q P one 

7 Q R P one 7 B to R fourth 

8 Q Kt P two 8 K B to Kt third 

9 Q to her Kt third 9 QtoKB third 

10 Q, Kt x P 10 Q B to K third 

11 Q, Kt to Q, fifth 11 B x Kt (best) 

FIRST ATTACK. 

12 P x B 12 Q, Kt to K fourth 

13 B to Kt fifth + 13 K to B 

14 Kt x Kt 14 Q x Kt 

You have the better game ; although you have lost a Pawn. 

SECOND ATTACK. 

12 B x B 12 K Kt to K second 

13 Q, B to Kt fifth 13 Q to K Kt third 

14 Q B x Kt 14 K x B 

15 Q R Pone 15 Q, R P two 

16 Q, Kt P one — Even game. 

GAME IV. 
Moves I to 4 as before. 

WHITE. BLACK. 

4 K B to Q, B fourth (best) 

FIRST MODE OF ATTACK. 

5 K Kt to its fifth (inferior) 

FIRST DEFENCE. 

5 Q Kt to K fourth (weak) 

6 B x KBP| 6 Kt x B 

7 Kt X Kt — You might also have taken Pawn with Kt on 
move 6. If Black now take Kt with K, you check with Queen, 
and gain Bishop ; coming off with the preferable position. 

7 B + 

8 P covers 8 P x P 

9 P retakes (best) 9 B x P + 

10 Kt x B 10 K x Kt 

11 Q to Q fifth + 11 KtoB 

12 B + 12 QP interposes 



78 



queen's-pawn-two opening. 



13 K P advances — White has a Pawn less, but has more than 
compensation in position. Should Black on the coming move 
play Queen to K Kt fourth, you take Pawn with P, and on his 
taking Queen, take again P with P, dis. +, afterwards recap- 
turing Q with Kt. 

SECOND DEFENCE. 

5 K Kt to R third (best) 
6BxKBP+ 6 Kt x B 

7 Kt x Kt 7 K x Kt 

8 Q to R fifth + 8 K Kt P one 
9QxB 9 Q to K second (or Var.) 

10 Q to Q B fourth + (best) 10 Q covers 

11 Q to K second 11 Q P two 

12 K B P one (best) 12 K R to K 

13 Castles 13 K to Kt second 

14 Q to K B second 14 P x P 

15 P x P 15 Q B to Q second 

16 Q to K R fourth 16 K to Kt 

17 Q B to K R sixth — I prefer White's position. 

Variation on Move 9. 

9 Q P 1 (best) 

FIRST REPLY. 

10 Q to Q R third 10 R to K 

11 Castles 11 R X P 

12 Q to K B third + 12 B covers 

13 Q Kt to Q second 13 R to K third 

Black has the better game. 

SECOND REPLY. 



10 


Q to B fourth -f 


10 B covers 


11 


Q to K second 


11 Q to K B third 


12 


Castles 


12 K to Kt second 


13 


Q B P one 


13 Q R to K sq 


14 


Q B P x P 


14 Kt x P 


15 


Q to Q third 


15 Q Kt P two 




Black has the better game. 






THIRD REPLY. 


10 


Q to Q Kt fifth 


10 Q R P one 


11 


Q to Q third 


11 K to Kt second 


12 


Castles 


12 Q B to K third 


13 


Q B P one 


13 Q to K B third 


14 


K R to Q 


14 P x P 


15 


Kt x P 


15 K R to K B 


16 


Q B to K third 


16 Q R to K 




Jaenisch dismisses this as even. 



queen's-pawn-two opening. 



70 



SECOND MODE OF ATTACK. 

5 Q B P one (best) 

In reply to this move it has been always held best to advance 
P to Q 6, thus abandoning it for nothing ; Black remaining with 
a game slightly inferior in position. To Jaenisch we are indebted 
for the discovery that at this point Black can reduce the game to 
a well-known variation of the Giuoco Piano ; and thus form a 
strictly even opening. He plays 

5 K Kt to B third (best) 
Now if we repeat the leading moves of the Giuoco Piano, we 
shall arrive at the point in question by another road : 

1 K P two 1 K P two 

2 K Kt to B third 2 Q, Kt to B third 

3 K B to Q B fourth 3 Same 

4 Q, B P one 4 K Kt to B third (best) 

5 Q P two 5 P x P 

In my analysis of this game (page 66) we find the result to be 
perfect equality, and it follows that the true defence to this 
variation of the Queen's-Pawn-two opening, is to resolve it as 
above into the Giuoco Piano. 

GAME V. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q Kt to B third. 

3 Q P two 3 P x P 

4 K B to Q, B fourth 4 QtoKB third — McDonnell 

invented this defence, and considered it sound. To me it 
now appears dangerous, and inferior to answering with 
K B Q B 4 

5 Castles 

FIRST DEFENCE. 

5 Q P one 

6 If you move Q, Q, 3, he must not play Q, Kt K 4, but rather 
Q, B Kt 5, and has a good defence. 

Q B P one 6 PtoQ sixth (best) 

7 0, X P 7 Q to K Kt third 

8 Q B to K B fourth 8 K B to K second 

9 Q Kt to Q second 9 K Kt to R third 
10 Q R to K 10 Castles 

The game is so far in your favour, that Black is rather 
crowded ; but no further disadvantage can be proved. Black's 
defence seems more simple and easy to follow, if he play KBQB 
4 at move 4. 

SECOND DEFENCE. 

5 K B to Q B fourth 

6 QBP one (best) — If you advance K P, he moves Q, K B 4. 

6 PtoQ sixth (best)— If P X 
P, you retake with Q Kt. If he play Q, P 1, you move 



queen's-pawn-two opening. 



K B Q Kt 5. If he move Q, Kt K 4, you change Knights, 
and at once push K B P 2. 
7 Q, X P — You have the better position his men being 
crowded. 

GAME VI. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q Kt to B third 

3 Q P two 3 P x P 

4 Kt x P (bad) — Black may answer with K B Q, B 4, and on 
your then playing Kt K B 5, or taking Q, Kt with Kt, may move 
QKB3. Or he may get the better game by moving as follows : 

4 QKR 5 — This move was first 
noticed in my treatise. It was invented by Mr. Pulling. 

5 If you take Kt, he x P + and then Q, X Kt 

FIRST DEFENCE. 

5 Q Kt to B third 5 K B to Q, Kt fifth 

6 Q to her third 6 B x Kt + (best) 
7PXB 7 K Kt to B third 

Black has the advantage. 

SECOND DEFENCE. 

5 QtoQ third 5 Q, Kt to K fourth— This move 

is advised as best by Jaenisch. Von Der Lasa and Lewis 
prefer K Kt B 3 ; see Variation. 

6 If you now play Q, K 3, he does not play as taught by Lewis 
K Kt B 3, but rather K B Q, B 4 as suggested by Jaenisch. 

Q to K second (best) 6 K Kt to B third 

7 Q Kt to Q, second 7 K B to Q B fourth 

8 K Kt to K B 5 8 Q, to K Kt fifth 

9 K B P one 9 Q, to K Kt third 

Black has the better game. 

Variation from Second Defence. 

5 K Kt to B third 
In the first place, 

6 Q, Kt to B third 6 K B to Q, Kt fifth 

7 Q, B to Q, second 7 B x Kt 
8BxB 8Q,xP+&c. 

In the second place, 

6 Kt x Kt 6 Q, P x Kt 

7 K P advances 7 K B to Q, B fourth (best) 

8 Q, B to K third— You dare not x Kt 

8 B x B 

9 Q, X B 9 Kt to Kt fifth 

10 Q, to K second 10 Q to K second ; having (he 

better game, for if you move K B P 2, he + with Q, Q, Kt 5. 



queen's-pawn-two opening. 



81 



GAME VII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q, Kt to B third 

3 QP two 3 Kt x P— Inferior ; formerly I 

recommended this as the best move. Chess opinions are 
naturally influenced by experience ; the latest being the 
best, but not always positively conclusive. 
In this position, White may either take Kt, or Pawn, with Kt. 
The two moves shall be developed in separate games. 

4 Kt x Kt 4 P x Kt 

5 Q, X P 

FIRST DEFENCE. 

5 Kt to K second (best). Ghu- 
lam Kassim gives QP l,a move too weak to be worth 
notice, though Lewis repeats all Kassim's analysis. 

6 K B to Q B fourth 6 Kt to Q, B third 

7 Q, to her fifth 7 Q, to K B third 

8 Castles 8 Q P one (or Var.) 
9KB pins Kt 9 Q B to Q second 

10 Q, Kt to B third 10 K B to K second 

11 Q, B to K third 11 Castles K R 

12 K B P 2, with better position. 

Variation. 

8 Kt to Q, Kt 5 — Jaenisch con- 
siders this best. Von Der Lasa gives only K B K 2 here 
for Black, which yields you the better game. 

9 QQsq 9 K B to Q B fourth 

10 Q, R P one 10 Kt to Q, B third 

11 Q, Kt to B third 11 Q, P one 

12 Q Kt to Q, fifth 12 Q, home 

13 Q Kt P two 13 B to Q Kt third 

14 Q, B to Q, Kt second, with better game. 

SECOND DEFENCE. 

5 Q, to K B third (inferior) 

6 K P on (if) 6 Q, to her Kt third (or A.) 

7 Q B to K third 7 Q X Q 

8 B x 0, — White has the better game. 

A. 

6 Q, to K Kt third ; recom- 
mended by Ponziani as best, but certainly inferior. 

7 Q, Kt to B third 7 Ponziani now advises Black to 

move Q, B P one, and dismisses the game as equal. I 
think, on the other hand, Black's position cramped, and 
difficult to open. I give the probable result, were he to 
take Q, B P. 

QXQBP (bad) 



82 



queen's-pawn-two opening. 



8 K B to Q third 8 K B to Q B fourth 

9 Q X B 9 Q x B 

10 Kt to Q fifth, with an overpowering attack ; or you may con- 
tinue as advised by Von Der Lasa : — 

10 Kt to Kt fifth 10 Q to K fifth + 

11 B covers 11 Q to K Kt third 

12 Kt x P + 12 K to Q 

13 Q, to K B eighth + 13 K x Kt 

14 R + wins easily. 

GAME VIII. 
Moves 1 to 3 as in Game 7. 

WHITE. BLACK. 

4 Kt x P 4 Kt to K third- If KBQB4, 

you play also K B Q B 4, and on his retiring Kt K 3, you 
X Kt with B. 

5 K B to Q, B fourth 

FIRST DEFENCE. 

5 QP one (bad) 

6 B + 6 QBP one 

7 Kt x Q B P 7 Q to her Kt third (best) 

8 Kt to Q, fourth dis + 8 QB covers 
9BxB+ 9KxB 

10 Kt x Kt 10 P x Kt 

White has sufficient advantage to win. 

SECOND DEFENCE. 

5 K B to Q, B fourth (bad) 

6 B x Kt — Should Black now take B with Q P, you change 
Queens, and then X B P + with Kt. 

6 B P x B 

7 Queen -\ If he answer with Kt P 1, you jtake said Kt P 

with Kt, and then capture B with Q. 

7 K to his second 

8 Q to K B seventh + 8 King moves 

9 Q B to K B 4— Should he now play Kt to K 2, or push Q 
Kt P, you play Q Kt to B 3, and then + with Q R. 

9 Kt attacks Q 

10 Kt x Q P dis + 10 K to B third 

11 Q X P + 11 B covers 

12 Kt to K fifth + 12 K to Q Kt third 

13 Q to her Kt third + 13 K to R third 
] 4 White mates in three moves. 

THIRD DEFENCE. 

5 Q B P one— I think this the 
best move. Ponziani recommends also Q to K B 3 ; which 
looks less Chessical. 
6 B X Kt — Jaenisch here Castles as better play, and on his 
moving Q Q B 2, retreats Kt. Cochrane invented a beautiful 



queen's-pawn-two opening. 



83 



sacrifice of Kt here, taking K B P, and then taking Kt with B. 
It is a fair risk. See Game 636 of my Chess Studies. 

6Q,+ (best) 

7 Q, Kt to B third — Perhaps, stronger to move Kt Q, 2. 

7 Q X K Kt 

8 K B to Q Kt third 8 K B to Q B fourth 

9 Castles — The game is equal. 

GAME IX. 
WHITE. black. 

1 K P two 1 K P two 

2 Q, P two — A brief sketch of this opening comes with pro- 
priety before us, as a supplement to the Queen's-Pawn-two game. 
The move Q, P 2, played before the Knight is brought out, is not 
advisable, since it causes you a loss of time ; but it is not dan- 
gerous, and therefore sometimes adopted by way of change. 

2 P X P (best) 

3 If you now X P with Q,, he attacks Q, with Q, Kt, and on her 
returning home as the best mode of retreat, he plays K B Q, B 4, 
and has gained time. If you now move K B Q, B 4, he + with 
B as best. 





K Kt to B third (if) 


3 B (best. See Var.) 


4 


Q, B P 1 — If you move 


Q, B Q, 2, he retreats B Q, B 4. 




4 P X P 


5 


P X P 


5 K B to Q B fourth 


6 


K B to Q, B fourth 


6 Q P one 


7 


Q to Q, Kt third 


7 QtoKB third 


8 


Castles 


8 K R P one 


9 


KRtoK 


9 K Kt to K second 


10 


K P advances 


10 P X P 


11 


Q, to Kt fifth + 


11 Q covers 


12 


Kt x P 


12- Q X Q 


13 


B X Q + 


13 Q, B P one 


14 


K B to Q, B fourth 


14 Castles 



Black has a winning game. 



Variation on Move 3. 

3 Q, B P two (inferior) 

4 Q B P one (A.) 4 P x P 

5 Q Kt X P 5 Q, P 1— If he answer with 

Q, Kt B 3, you move Q, B K B 4, and on his then playing 
Q, P 1, you move Q, Kt Kt 5. 

6 Q, B to K B fourth 6 Q B to Kt fifth 

7 Q to Q second 7 Q Kt to B third 

8 K B to Kt fifth 8 K Kt to B third 

9 Castles Q, R, and you will regain Pawn with good game. 

A. 

4KB to Q, B fourth — Kieseritzkij sends me an interesting 
Variation on this point, as follows : 
G 2 



84 



TWO knights' opening. 



4 QKtP two 

5 K B Q 5— If BxQKt P, his Q + 

5 Q, Kt to B third 

6 Kt to K fifth 6 Kt x Kt 

7 B x R 7 Q t«> K R fifth 

8 Castles 8 K Kt to B third 

9 K B P two 9 K Kt to Kt fifth 
10 K R P one 10 Q to K Kt sixth 
UKRPxKt 1 1 Kt x P 

12 K R to B third 12 Q to R seventh + 

13 K to B 13 Q, to R eighth + 

14 K to his second 14 Q X P + 

15 K to K 15 K B to K second 

16 Q to K second 16 B + 

17 K to Q 17 B to K B seventh 

18 R x B 18 Kt X R + 

19 K to K 19 Q, to Kt eighth + 

20 Q, covers 20 Q x Q + 

21 K x Q, 21 Kt to Kt fifth 

Black has three Pawns against the Piece. 



CHAPTER III. 

THE TWO KNIGHTS' GAME. 

A variation of the King's Knight's opening, in which the second 
player departs from the routine of the Giuoco Piano at the third 
move ; acting at once on the offensive, and committing his game, 
by thus adopting a premature attack, instead of bringing out his 
pieces, and securing his position. M. Bilguer has examined this 
defence at great length ; carrying his variations out to the num- 
ber of nearly three hundred. His analysis might be strengthened ; 
but he is correct in his conclusion that the defence is unsuund ; 
and that White's sacrifice of Knight is the strongest mode of 
taking advantage of the fault committed by Black. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 Q, Kt to B third 

3 K B to Q B fourth 3 K Kt to B third. This move 

constitutes the Two Knights' game. 

4 K Kt to Kt fifth (best) 4 K Kt x P 

5KB x KBP -| Better play than taking with Kt, in 

which case, Black would move Q, K R 5, and get the better game. 
If you now take Kt with Kt, he plays Q, P 2. Bilguer and others 
present a huge pile of variations to prove the incorrectness of 
taking with Kt, but the folly of the move is so palpable, that all 
analysis of its consequences becomes mere rubbish. 



TWO knights' opening. 



85 







z. 
O 


K to his second 


o 


\c& i one 


i' 

o 


iv ivt to Ij tnuu. 


n 
i 


iv ±3 to v^, ivt tiiira. 


>7 
I 


r two 


o 
o 


Jv Jt> x two 


o 
o 


<c£ r> to Jtvt nitn 




Q, to her second 


it 


IV Jrt r one 


10 


P X P 


10 


Kt x P 


11 


Q, to K third 


11 


P X Kt 


12 


Q X Kt + 


12 


K to B second 


13 


Castles 


13 


KBtoQ third 


14 


Qx QP + 


14 


K to Kt third 


15 


Q, X K Kt P + and 


wins. 





GAME II. 





WHITE. 


BLACK. 


1 


K P two 


1 Same 


2 


K Kt to B third 


2 Q Kt to B third 


3 


KBtoQB fourth 


3 K Kt to B third 


4 


Kt to his fifth 


4 Q P two 


5 


K P x P 


5 Q Kt to R fourth 


G 


B -f 


6 Q, B covers 


7 


Q, to K second 


7 K B to Q, third 


8 


B x B + 


8 Q X B 


9 


Q, B P two, and holds 


the Pawn. 



GAME III. 
Moves 1 to 5 as in last game. 

WHITE. BLACK. 

5 K Kt x P 

6 Kt X K B P (best) 6 K x Kt 

7 QtoKB third + 7 K to his third 

8 Q Kt to B third 8 Q, Kt to his fifth 

9 Q, to K fourth 9 Q, B P one 

FIRST ATTACK. 

10 Q, P two — If he answer with KB to Q 3, you attack Kt 
with QRP. 10 Q to her third 

11 K B P two — Were you now to move Q, B to K B 4, he 
would take Q, B P with Kt + 

11 Q Kt P two 

12 K B P X P 12 Q to her second 

13 Castles 13 P x K B 

14 Mates in seven moves. 

SECOND ATTACK. 

10 QRP one (equally good) 10 Kt to R third 

11 Q P two 

If Black now play K B to Q, 3, you take Kt with Kt. 
If he move K to his B 2, you change Knights, and take P with 
B, -J-, on which he goes home, and you move Q, B to K B 4. 



an 



TWO KNIGHTS OFENING. 



If he move KQ3, you take P with Q,, and then take Kt with 
Kt, for if he retake Kt, Bishop mates. 

If he play K to Q, 2, you change Knights, and then take Q, P 
with Q, -}- > having a fine game. 







11 


Q, to her third 


12 


Q B to K B fourth 


12 


Q, Kt P two 


13 


Q, B x P 


13 


Q, to her second 


14 


B x K Kt P + 


14 


K to B second 


15 


B x R 


15 


P X B 


16 


Q X HP + 


16 


K home 


17 


QxQ + 


17 


B x Q 


18 


Kt x Kt 


18 


P X Kt 


10 


B K 5, with a winning 


game. 





GAME IV. 
Motes 1 to 8, as in Game 3. 

WHITE. BLACK. 

8 Q, Kt to K second (best) 
9 QP two 9 Q.BP one— If he take P with 

P, you win by checking with Q, at K 4. 
10 Q, B to Kt fifth 
If Black take P with P now, Bilguer makes White castle with 
Q R, leaving Kt en prise. 







10 K R P one 


11 


Q, B x Kt — Should Q, retake, vou castle Q R. 






11 B x B 


12 


Castles Q R 


12 K R attacks Q, 


13 


Q to K fourth 


13 Q, to her third 


14 


K R to K 


14 R to K B fourth 


15 


K Kt P two 


15 R to K Kt fourth 


16 


K B P two 


16 R x P 


17 


QP x P 


17 Q moves 


18 


Kt X Kt, and must win. 





GAME V. 



Motes 1 to 8, 



last game. 



WHITE. BLACK. 

9 Q P two 9 K R P one— Lolli and Pon- 

ziani both consider this to be essential, in order to restrain 
your Q, B from pinning Kt. 

10 Castles 

FIRST DEFENCE. 

10 K Kt P two 

11 Q to K fourth 11 K B to Kt second 

12 K B P two 12 Kt P x P 

13 Q B X P 13 Q to her third 

14 Q, B X K P 14 B x B 



TWO knights' opening. 



87 



15 Q to K Kt fourth, checks and wins. Lolli considered second 
player could maintain his advantage, by grounding his defence on 
this Variation ; the latter part of which proves the fallacy of his 
supposition. 

SECOND DEFENCE. 

10 Q, B P one 

11 K R to K 11 Kt to K Kt third (A.) (B.) 

12 P X P (or C.) 12 Kt attacks Q, (best) 

13 Q to K Kt fourth + 13 If he move to K B 2, you 

check with Pawn, and get the better game. 

Kt to K B fourth 

14 Q to K Kt sixth + 14 K to his second 

15 K P advances 15 If he play Kt to Q, 5, you 

mate in 4 moves. 
Kt X Kt 

16 Q, to K B seventh -f- 16 K to Q third 

17 P X Kt 17 Q to K B third 

18 QBtoR third + 18 Q, B P one 

19 Q R + 19 K to Q B third 

20 KBtoQ fifth + and wins. 

A. 

11 Q, Kt P two — If he moves 
King, you take P with Rook. 

12 B X Kt + 12 P x B 

13 R x P + 13 K to Q, second 

14 R x P + 14 Kt x R 
15 KBtoQ third 



15 Q x Kt + 15 K B t 

16 Q, X 0. R, and has the better game. 

n 



B. 

11 K Kt P two 

12 R x P + 12 K to Q, second 

13 Kt x Kt 13 Kt x Kt 

14 B x Kt 14 P x B 

15 R x P + 15 K B covers 

16 Q, B P two, with the best of the game. 

C. 

12 QKR 5 — Bilguer and Von Der Lasa consider this as even 
stronger. 12 K to B third 

13 P x P + 13 K to B second 

14 Kt x Kt 14 P x Kt 

15 K B to Q, third 15 Q to Q, Kt third 

16 P -j- and wins. 



88 



EVANS GAMBIT. 



CHAPTER IV. 



THE EVANS GAMBIT. 



Every year throws fresh light upon the theory of Chess. The 
science of attack, as to novelty of commencement, was considered 
to be exhausted, when, some few years back, the Evans Gambit 
was introduced by my friend, Captain W. D. Evans, R. N., who 
presented me with its leading variations in MS. I am now 
enabled to give this opening in a more perfect form, including, 
as far as they are known, all the chief moves on both sides. It 
was long supposed there was no defence against the Evans attack. 
Captain Evans won it of the leading players of the day ; ?nd its 
fame has justly gone abroad through every country in Europe, as 
one of the most brilliant and interesting modes yet discovered of 
shaping the assault in the Giuoco Piano. Potent, however, as is 
the attack, I flatter myself I here present the correct defence to 
its every ramification ; and that my analysis proves that the 
Evans Gambit is by its nature a lost game for White. 



4 Q Kt P two — This move constitutes the Evans Gambit. 
White sacrifices a Pawn, in expectation of recovering at least its 
equivalent from the following several kinds of advantage yielded 
in return ; observing that Q, Kt P is < ne of the least valuable in 
the opening, by reason of its distance from the centre, and from 
King. 

The Pawn attacks Bishop, and the assault must therefore be 
got rid of, in some manner, on the move. If Bishop retire, you 
have snatched a time, and as a Pawn is certain gain, as far as it 
goes, presuming a defence exists to every species of attack con- 
sequent upon taking such Pawn, Black's best course of action is 
to make the capture. 

By sacrificing Pawn, you open two important squares at once 
to the range of Queen's Bishop ; while Black's K B is drawn for 
the moment off from the strong diagonal, and does not then batter 
your K B P, which being the case, there may arise many situa- 
tions in which, after castling, you can instantly push KBP 2, 
which you could never do while the P was commanded by B, and 
your King on Kt sq. Your Q, B acquires much facility for the 
purposes of attack, while his K B is temporarily fixed in a weak 
position. You can instantly attack B with Q, B P, and having 
thus gained a time for the advance of such Pawn one, you are 



GAME I. 



WHITE. 



BLACK. 



1 K P two 

2 K Kt to B third 

3 K B to Q, B fourth 



1 K P two 

2 Q Kt to B third 

3 The same 



EVANS GAMBIT. 



89 



enabled to push Q, P afterwards two, supported, as it will be, 
by Q, B P. 

4 B x Kt P — If he retreat 
Bishop to Kt 3, Jaenisch considers you may advance 
Q, Kt P ; but it appears better to play Q, R P 2, or to 
Castle. Tf he take P with Q Kt, you attack Kt with 
Q, B P, and as the Kt returns (as best) to Q, B 3, you 
resolve the opening into a position hereinafter examined, 
by moving Q, P 2. If, when the Kt takes P, you commit 
the error of taking P with Kt, Black wins the game by 
moving Q to K B 3. 

5 Q, B P one 5 K B to K second (bad) 

6 Q to her Kt third (A.) 6 K Kt to R third 

7 Q P two 7 Q Kt to R fourth (if) 

8 Q, to R fourth 8 Kt X B 

!) Q X Kt 9 P X P (if) 

10 B x Kt lflPxB 

1 1 P X P — White has by far the superior game. 

A. 

6 Q P two (strong) 6 Q P one (if) 

7 Q to her Kt third 7 Q, Kt to R fourth 

8 B X B P + 8 King to B 

9 Q, to R fourth, with decided advantage of situation. 

GAME II. 
Moves 1 to 5 as before 

"WHITE. BLACK. 

5 K B to Q, third (bad) 

6 Castles 6 K R P one — If he move 

Q, K B 3, you push Q, P 2 ; and the same if he play 
K Kt B 3. 

7 Q P two 7 If Black move K Kt P 2, you 

take K P with Kt. If he place Q, at K 2, you may retire 
B to Kt 3, before taking P with Kt. 

K Kt to B third 

8 Kt x P 

FIRST DEFENCE. 

8 Kt x Kt 

9 P X Kt 9 B x P 

10 KBP two 10 B to Q, third 

11 KP advances 11 B + 

12 K to corner 12 Q, P two — Should he prefer 

removing Kt, von at once take KBP. 

13 P x Kt 13* P x B 

14 R + 14 Q B covers 

15 P x P 15 K R to Kt 

16 Q, to R fifth, winning a piece. 



90 



EVANS GAMBIT. 



SECOND DEFENCE. 

8 B x Kt 

9 K B P two — Here Von Der Lasa takes B at once with P, 
and on Q, Kt retaking, retreats B Q, Kt 3. 

9 B x P + (best) 

10 P X B 10 If he move Q, P two, you 

change Pawns, and place Q, B at R 3. 
Kt x K P 

11 Q, B to R 3, as stronger than K B to Q 5, and play as Black 
may, you have a fine attack. 



GAME III. 
Moves 1 to 5 as before. 

WHITE. BLACK. 

5KBQB 4— In answer to K 
B Q, B 4, White has heen hitherto directed to reply with 
Castling ; but Jaenisch introduces playing Q, P 2 as an 
improvement. I do not think Jaenisch 's move better than 
Castling ; but it may be tried in its turn. 

6 Q P two 6 P X P 

7 P X P 

FIRST DEFENCE. 

7 B + (bad) 

8 K to B (best) 8 Q to K second 
9QRP one 9 B to Q, R fourth 

10 Q, R to R second 10 B to Q Kt third 

11 Q, R to K second — You have a fine game. 

SECOND DEFENCE. 

7 B Q, Kt 3 (best) 

8 Castles — Jaenisch here moves Q, B Q, Kt 2, and if he checks, 
again retreats K to B. But his answer to Q, B Kt 2 is K Kt B 3, 
and his game is still the better. 

8 Q P one (best) 

9 Q B to Kt second 9 K Kt to B third (best) 

10 Q, P one (best) 10 Q, Kt to K second (best)— If 

he move Q Kt Q R 4, you play K B Q, 3, and his Q, Kt 
remains out of play for some time. 

11 B x Kt 11 P x B 

12 K R P one 12 Kt Kt third 

13 Q, Kt to B third 13 Q B to Q second 

14 Q, to her second 14 Q to K second 

Black has a winning game ; having a Pawn more, and a secure 
position. He need not regard his Pawns being broken ; especially 
as that very circumstance will allow him to attack your King's 
encampment. In my analysis, this same position will be again 
produced by a different path. The present game shows that 
Jaenisch's move Q, P 2 is not stronger than Castling. 



EVANS GAMBIT. 



91 



GAME IV. 
Moves I to 5 as before. 

WHITE. BLACK. 

5 BtoKB fourth 

6 Castles— If Black answer with Q, to K 2, or Q, K B 3, you 
push Q, P 2, and on his taking it, advance K P. 

6 K Kt to B third (bad)— He 
should play Q, P 1, or K B Q Kt 3. 

7 Q P two 7 P X P (best) 

8 P X P 

In the first place, 

8 B to Q, Kt fifth 

9 K P advances 9 K Kt to K fifth 

10 Q to K second 10 K Kt to Q, B sixth 

11 Q Kt x Kt 11 B x Kt 

12 Kt to Kt fifth 

FIRST DEFENCE. 

12 Castles 

13 Q to K Pv fifth 13 K R P one 

14 Kt x K B P 14 R x Kt 

15 Q x R + 15 K to R 

16 Q, B to K Kt fifth, and the game is won. 

SECOND DEFENCE. 

12 Q Kt x Q P 

13 Q to K third— May also play Q, to K R fifth. 

13 B x R 

14 K B x P + 14 K to B 

15 Q, B + 15 QP one 

16 P X P; with a winning game. 

THIRD DEFENCE. 

12 B x Rook 

13 K B x P + 13 K to B 

14 Q, B + 14 If he interpose Kt, at K 2, 

you move Q, to K B third. 
Q, P one 

15KPxP 15 PxP 

16 Q B x P + 16 Kt interposes 

17 Q B to Q R third 17 K B to Q, B sixth 

18 Q, to K B third 18 If he move K Kt P one, you 

checkmate in eight moves, and if he take Q P, you win by 
playing K R to Q. 

In the second place, 

8 B to Q Kt third 
9 K P advances 9 If he move Q P 2, you X Kt, 

and then + with R. If he play Kt to K 5, you answer 
with K R to K. If he play K Kt to Kt 5, you take 
K B P +, or if he play instead to R 4, you advance 



92 



EVANS GAMBIT. 



K Kt to his 5 ; or in the event of Kt going thus to R 4, or 
Kt b, you may attack Q, with B, as very strong play. 

K Kt home 

10 QP one 

FIRST DEFENCE. 

10 Q, Kt to K second 

11 QP advances 1 1 P x P 

12 P X P 12 Q, Kt to B third 

13 Q to Q, fifth — Von Der Lasa + with R, and on his playing 

KKB moves Q to Q 5, Black answers Q, K B 3,*and 
you win by B K Kt 5, and Kt K R 4. 

13 Q, to K B third 

14 Q, B to Kt second — You may also + with R, and on his 

playing KKB move Q, K 4. If he then answer Q, Q, you 
win by Q, B Kt 5. 14 Q, to Kt third 

15 R + 15 K to Q 

1 6 Kt to R fourth 16 Q, to R 3, or Kt 5 

17 Mates in three moves. 

SECOND DEFENCE. 

10 Q Kt to Q R fourth 

11 QBtoK Kt fifth 11 K B P one (A.) 

12 K P x P 12 If he take P with P, you move 

Kt to K fifth. 
K Kt x P 

13 Q P one 13 K R P one (B.) 

14 K R + • 14 K to B 

15 Q B x Kt 15 Q x B— If P X B, you play 

Kt K R 4. 

16 Q to K second 16 Q to Q, 

17 Kt K 5, wins. 

A. 

11 K Kt to K second 

12 Q P one 12 P X P 

13 P X P 13 K B P one 

14 P X Kt 14 Q, to Q, B second— If he take 

P with K, you Mate in four moves. 

15 K B to Q, fifth 15 P x B 

16 Kt x P, and has sufficient advantage to win. 

B. 

13 Kt x K B 

14 Q to K second + 14 K to B 

15 Q, x Kt, with the better game. 

GAME V. 
Moves 1 to 5 as before. 

WHITE. BLACK. 

5 B to Q, R fourth 
6 Castles 6 K Kt to B third 



EVANS GAMBIT. 



93 



7 Kt to K Kt fifth 7 Castles (best) 

8 KBP two — Black may meet this in several ways. If he 
+ with B, you play K to corner, or if you prefer a bolder course, 
move Q, P 2; and if he then x Q, P, advance K P. 

Should he attack Kt with R P, you x B P with Kt, 
changing Kt and B, for R and P ; you then x P with P, 
and on his retaking with Q, Kt, + at K R 5, and win. 

If Black X B P with P, you get the better game by pushing 
Q P 2; prepared to sacrifice Kt should he attack him with R P, 
by taking P with Q B. 

If he now x K P with Kt, you x Kt, and on his pushing up 
Q, P, attack R with B, or your ninth move may be Kt X K B P. 

8 Q, P two (best) ; but he may 
also risk Q, P 1, and on your playing also Q, P 1, he moves 
Q, B Kt 5. You answer with Q, K, and he changes Pawns, 
preparatory to moving KRP1. 
9KPXQP (best) 9 K Kt X P (best) 

10 B to R third (or C.) 10 Kt x K B P (best) 

1 1 If you x R with B, he x Kt with Q, 



FIRST ATTACK. 

11 R X Kt (best) 11 Q x Kt 

12 R to K B 12 B + 

13 K to corner (A.) 13 Kt to Q R fourth (best) 

14 B x R 14 Kt X B 

15 B to Q, R third— If B to Q Kt 4, he pushes Q R P. 

15 Q, B to K third, wins. 

A. 

13 Q P two 13 Kt to Q R fourth 

14 B x R 14 Kt x B 

15 B to QB fifth 15 B x B 

16 P X B 16 Q, B to K third 

17 0, to her B— If you push Q, R P 2, Black would + with Q, 

and x P at Q B 4. 17 Q X 0, 

18 R retakes Q, 18 R to Q 

Black has the better game. 



SECOND ATTACK. 

11 KRPtwo 11 K R P one— Should you 

capture Rook, Black regains a more than equivalent, in 
the Kt and 3 Pawns. 

12 Kt x K B P 12 R x Kt 

13 B x R + 13 K retakes B 

14 K Kt P one 14 B to Kt third + 

15 QP two (best) 15 Q Kt X Q P 

16 K Kt P X Kt 16 Kt to Q B seventh, dis + 

Black ought to win. 



94 



EVANS GAMBIT. 



THIRD ATTACK. 

11 Kt x K B P 11 R x Kt 

12 B x R + (B.) 12 K x B 

13 K Kt P one 13 Q to K Kt fourth 

14 K to corner 14 Q B to K third 

15 Q to K B third 15 Q, home 

16 QtoKR fifth -f 16 K to Kt 

17 P X Kt 170, to her sixth, must win. 

B. 

12 Q to her Kt third 12 Q to K— May also first give 

+ with Bishop. 

13 B x R + (best) 13 Q, x B 

14 Q x Q + 14 K x 0, 

15 K Kt P one 15 B + 

16 Q, P two— Should K retreat to corner, he wins by playing 

Q B to R 6. 16 Q B to R sixth 

17 R to K B second 17 KtxQP 

18 Q, B P x Kt 18 K B x P 

19 P X Kt 19 B x Q R 

20 P X P dis + 20 K moves, wins. 

C. 

10 Q, P two — To this Lewis gives in answer only these three 

feeble moves ; Kt X K B P, P x K B P, and P X 
Q, P ; overlooking the following : — 

FIRST REPLY. 

10 K B to Q Kt third 

11 K B P x P 11 Q Kt x K P 

12 Q, to K R fifth 12 K R P one 

13 Kt x K B P 13 R x Kt 

14 R x R 14 Kt x R 

The game is even. 

SECOND REPLY. 

10 KRP one (best) 

11 Q to Q Kt third 11 P x Kt 

12 B x Kt 12 K P x K B P 

13 K Kt P one 13 Q, Kt to K second 

14 K B to Q B fourth 14 Q B to K R sixth 

15 K R to B second 15 Kt to K Kt third 

16 Q, to Q, B second 16 Q, to K B third 

Black the better game. 

GAME VI. 

Moves I to 5 as before. 

WHITE. BLACK. 

5 B to R fourth 
6 Castles 6 K Kt to B third 



EVANS GAMBIT. 



95 



7 Q, P two — If Black now take P with P, you get an irre- 

parable attack by pushing on K P. 

FIRST DEFENCE. 

7 Q P one 

8 P X P — The strongest move is Q, Q, R 4, producing the 

position analyzed in Game XII. The present mode of 
play affords variety. 8 P X P 

9 Q X Q + 9 Kt retakes Q 

10 Kt x P, regaining the P, with the better position ; observing 
that if Black x P with Kt, you place R at K. 

SECOND DEFENCE. 

7 K Kt x P 

8 R to K — If you take P with P, he Castles with the better 

game, but would do wrong then to take Q, B P. St. 
Amant appears to differ with me in opinion here. See 
Palamede, 1846, p. 5. The move R K has been recognized 
as best by the first authorities. 

In the first place, 

8 Q, P two 

9 R x Kt 9PxR (best) 

10 K Kt to its fifth 10 Castles, or (C.) 

11 Q, to R fifth 11 K R P one (must) 

12 Kt x K B P 12 R x Kt 

13 B x R + 13 K to B (best) 

14 B to R third + 14 Kt to K second 

15 B to Q Kt third 15 Q, to K 

16 Q, x P at K 5 16 B to Q Kt third (if) 

17 Mates in three moves. 

Variation C. 

10 QBK 3— A friend gives me 
this, as an improvement on castling. 

11 Q P 1 11 Kt Q 5 

12 Q, Q R 4 + 12 Q, Kt P 2, or 
12 Q K R 5 12 K Kt P 1, or 
12 Kt x B 12 Kt x Kt, or 
12 P x Kt 12 Q B x P 

My friend admits you may get a Piece for a Pawn by several 
modes of play ; but still considers Black's game fully equal ; he 
having Rook and two good Pawns against two minor pieces. I 
have not considered this train of play sufficiently to feel war- 
ranted in passing my opinion upon its merits. 

In the second place, 
A Chess friend hands me here a new move : — 

8 Kt x Q B P 
9 Kt x Kt 9 B x Kt 

10 Q to Q Kt third 10 B x K R 



9G 



EVANS GAMBIT. 



11 KB x P + 11 K to B 

12 Q, B to K Kt fifth—If you + with B Q, R 3, he covers 

with KB. 12 Q, Kt x P 

13 Q, to Q R third + 13 KB covers (best) 

14 Q x B + 14QBP two 

15 Q X P + (or A.) 15 QP one 
16* Q x Kt (or B.) 16 P x Q 
17 B x Q 17 K x B 

Black will win. This new plan of defence appears In Palamede 
of 1846. See my letter therein, p. 3. It remains to be proved 
whether this defence is sound, White moving Q, K 3, at move 13, 
instead of +. 

B. 

16 B x 0, 16 P X Q 

17 Kt x P, should lose. 

A. 

15 Q to Q second 15 Kt X Kt + 

16 P X Kt 16 Q, to Q, B second 

17 K B to Q, B fourth — Black has a winning game. 

THIRD DEFENCE. 

7 Castles 

8 If you now move Q, B Kt 5, he plays K R P 1, on which you 

retreat B K R 4, and he moves Q, P 1, for if he answer 
K Kt P 2, you sacrifice Kt for the two Pawns. 
QPxP 8KKtxP 

9 QtoQB second 9 QP two 

Black has the better game. 

GAME VII. 
Mores 1 to 5, as in Game V. 

WHITE. BLACK. 

6 Castles 6 QP one — Safe ; he may also 

retreat B Q, Kt 3. 

7 Q P two 7 P X P (best) 

8 P X P 8 B to Q Kt third (best) 

9 If vou now play Q, Kt to B 3, he pins K Kt with B 

QBQKt second. 9 K Kt to B third 

10 If you move Q, P 1, he plays Q Kt to K 2. 
K P one (if) 10 P x P (best) 

11 Q, B to R third — You may here advance Q P 1, but Black 

will still have the better game. 

11 Q, B to K third— The best 
move ; completely foiling the attack. 

12 Play as you will, Black gets the better game. The sacrifice 

of the second Pawn, as in the present example, was once 
considered sound, but Black's eleventh move completely 
foils its otherwise powerful effects. 



EVANS GAMBIT. 



97 



GAME VIII. 
Moves 1 to 5, as in last game. 

WHITE. BLACK. 

6 Castles 6 Q P one 

7 Q P two 7 P X P 
8PxP 8 B to Q, Kt third 

9 Q, B to Kt second 9 Q B pins Kt (bad) ; should 

play K Kt to B 3, as in last game. 

10 KB pins Q Kt (or Var.) 10 Q R P one 

11 If you move Q, P 1, he plays K K B 
BtoQR fourth 11 Q P one (must) 

12 P X P 12 Q x P 

13 Q Kt to B third 13 B x K Kt 

14 Kt x Q 14 B x 0, 

15 Kt x K B 15 P x Kt 
16QRXB 16 K B P one 

17 Q, P advances 17 Doubled P one 

18 P x Kt 18 P X B 

19 P x P 19 R to Kt 

20 K R -f- 20 K to B second 

21 QR+ 21 K to Kt third 

22 Q B to R third, wins easily. 

Variation. 

10 Q, to Q Kt third (inferior) 10 Q Kt to R fourth 

11 B x K B P + 11 K K B 

12 Q to Q fifth 12 K Kt to B third 

13 Q to K Kt fifth 13 B x K Kt 

14 K P advances 14 K X B 

15 P x B 15 K R to K 

16 P x Kt 16 Q X P 

Black has the better game. 

GAME IX. 
Moves 1 to 5, as before. 

WHITE, BLACK. 

6 Castles 6 B to Kt third (safe) 

7 Q P two 7 P X P 

8 P x P 8 Q P one (best) 

9 Q, B to Kt second 9 K Kt to B third 

10 Should you here bring Q, Kt to Q, 2, Black must not attack 
K Kt with B, but rather castle. 

K P one (if) 10 Black ought to take Pawn, pre- 

pared to move Q, B to K 3, as already shown in a similar 
position, should you play B to R 3. He might also risk the 
playing K Kt to Kt 5. 

Q, P advances (bad) 



EVANS GAMBIT. 



11 P X Kt HPxB 

12 R + — Should he retreat to B, you push Q P. 

12 K to Q, second 

13 Q P one 13 K R to K 

14 P x Kt + 14 K x P 

15 Q, -f- at Q R 4, forcing the game. 

GAME X. 
Mores 1 to 8, as in Game IX. 

WHITE. BLACK. 

9 Q, B to Kt second — If you play K R P l,to restrain his Q, B 
he answers K Kt B 3. 9 K B P one (weak) 

10 K P one — If he move K B P another sq, you take Q, P 
with K P. If instead he play Q Kt to R fourth, you may take 
K Kt with K B, and then take Q, P with K P. 

In the first place, 

lOQPxP 

11 QP one 11 Kt to Q, R fourth (A.) (B.) 

12 K Kt x K P 12 If he take K B with Kt you 

retake Kt with Kt. 
P X Kt 

13 Q to K R fifth + 13 If Black play K to B, you + 

with B at R third, and on his interposing Kt, win by ad- 
vancing Q, P. 

K to Q, second 

14 KB +, and forces the game. 

A. 

1 1 Q, Kt to K second 

12 K Kt x P 12 K B P x Kt 

13 QtoKR fifth + 13 Q Kt to K Kt third 

14 K R to K, certain of success. 

B. 

11 Q, Kt to Q, fifth 

12 K Kt X K P 12 K B P retakes 

13 Q, + at K R fifth, and has a won game. 

In the second place, 

10 K B P x P 

11 QP X P 11 If he x P with Kt, you change 

Knights, and win by checking with Q, at K R fifth. 

P X P 

12 Q to Q Kt third 12 If Black play K Kt to K second, 

you + with K B, and then move K R to Q,. 

K Kt to R third 

13 Kt X K P 13 If he take Kt with Kt, you take 

Kt with B ; &c. 



EVANS GAMBIT* 



99 



Q, Kt to R fourth 

14 B to K B seventh + 14 If he move K to B, you play 

Q, to Q, B third, and if Black then take B with Kt, you 
change Knights, and take K Kt P with Q, ehg. 

K to K second 

15 Q, to Q, B third 15 Kt X K B 

16 Kt X Kt ' 16 K x Kt 

17 0, X Kt P + 17 K to K third 

18 KR+, and forces Checkmate in a few moves. 

In the third place, 
10 QP one 

11 K P x K B P 11 K Kt x P 

12 K R + 12 Q Kt to K second (C.)— If at 

move 12, he play K to B, I prefer White's game. 

13 Q, B to R third 13 K Kt to Kt (D.) 

14 K Kt to K fifth 14 K Kt P one (E.) 

15 Q to K B third 15 K Kt to R third (F.) 

16 Kt x Kt P 16 P X Kt 

17 R X Kt, -f- and wins. 

C. 

12 K Kt to K fifth 

13 Q Kt to B third 13 P x B 

14 R x Kt + 14 Q, Kt to K second 

15 QBtoR third 15 Q, B P two 
16PxQBP 16 Q X Q + 
17 R x Q, and wins a piece immediately. 

D. 

13 Q, B P two 

14 P X P 14 If he play K B to Q R fourth, 

you + with Q, at Q/ R fourth, and then take Kt with R, &c. 
P X B 

15 Q, Kt to B third 15 K B to Q, R fourth 

16 Q, to Q, R fourth + 16 Q, B covers 

17 R X Kt + 17 K x R 

18 Q, B P advances, -j- and wins. 

E. 

14 P X B 

15 Q, to K R fifth + 15 Kt P interposes 

16 Kt X Kt P 16 P x Kt 

17 0, X R> and will win — If on the last move, Black had played 
K Kt to B third, you move Q to K fifth. 

F. 

FIRST DEFENCE. 

15 Q, B to K third 

16 KB + 16 P interposes 

17 Kt x 0, B P, and wins. 

h 2 



100 



EVANS GAMBIT. 



SECOND DEFENCE. 

15 Q, B to K B fourth 

16 K B + 16 P interposes (or G.) 

17 B x P + 17PxB 

18 Kt X Q B P 18 Q, moves off 

19 Kt X Kt, and remains in a winning position. 

G. 

16 KtoKB 

17 K Kt P two 17 K B x P 

18 P < B 18 K to Kt second 
1.9 P x P, and wins. 

GAME XI. 
Moves 1 to 5, as in last game. 

WHITE. BLACK. 

6 Castles 6 Q P one 

7 Q P two 7 P x P 

8 P X P 8 Q, to K second (bad) (A.) 

9 Q, P advances 9 Kt to K fourth 

10 Kt x Kt 10QX Kt 

11 Q, + 11 B covers 

12 Q x K B 12 Q, x B 

13 Q, Kt to B third 13 Q Kt P one 

14 Q, to Q, R third, forces Black's Queen for Rook. 

A. 

8 K Kt to B third 
9 You may push K P one, and on his taking, you play 
Q, Q, Kt 3 ; if 

K B Q, Kt fifth (inferior) 9 Q, B to Q, second 

10 QtoQR fourth 10 B to Q, Kt third 

11 Q B to Kt fifth 11 Q R P one 

12 K B X Q Kt 12 Q B x B 

13 Q .to Q B second 13 B x K P 

14 K R to K 14 QP1 

Black has better game. 

GAME XII. 
Moves 1 to 5 as before. 

WHITE. BLACK. 

6 Castles 6 Q P one 

7 Q P two 7 K Kt to B third (bad)— He 

should change Pawns and move K B Q, Kt 3. 

8 Q to Q, R fourth 8 K Kt x K P (A.) (B.) 

9 K B to Q fifth 9 K B X 0, B P 

10 K B x Kt + 10 P x B 

11 Q, Kt x B 1 1 Kt x Kt 

12 Q, X P + winning a piece. 



EVANS GAMBIT. 



101 



A. 

8 Q, B to Q, second 
9 Q P one 9 If he move K B to Kt third, 

you take Kt with P, and on his taking P with B, play K B 
to Q, Kt fifth. 

Q, Kt to Q, fifth 

10 Q, X K B 10 Kt to Q, B seventh 

11 KBtoQ third 11 Kt x R 

12 Q, B to Kt second, with the best of the game. 

B. 

8 P x P 

9 K P advances (E.) 9 If he push Q,P,you may either 

take K Kt, or play KBQKt fifth. If he take P with 
Q, P, you take K P with Kt. 

K Kt to Kt fifth 

10 Q B P x P 10 Q B to Q second (best) 

11 Q, to Q, R third 11 If Black play Q to K second, 

you attack Kt with R P, and on his retreating Kt to R 
third, play Q, B K Kt fifth ; he then moves Q, K B, and you 
advance Q, P. 

K B to Kt third 

12 Q B to K Kt fifth 12 KBP one 

13 P X Q, P 13PxP (best) 

14 Rook + 

FIRST DEFENCE. 

14 Q Kt to K second 

15 Q B to K B fourth 15 K B to Q, B second 

16 Q Kt to B third 16 K to B 

17 R X Kt 17 Q X R 

18 Q R K wins. 

SECOND DEFENCE. 



fourth, you take Kt with R. 
K Kt to R third 
B x Kt 







14 


15 


QxP + 


15 


16 


Q, B to Q, second 


16 


17 


QBtoQ Kt fourth 


17 


18 


B x Q 


18 


19 


Q, Kt to B third 


19 


20 


Q Kt to Q fifth 


20 


21 


Q Kt x Kt 


21 


22 


R X B 


22 


23 


Q, R t o K 


23 


24 


B x Kt, and will win. 








C. 






16 


17 


Q, to Q, R third 


17 



18 K R P one, with the better game. 



102 



queen's bishop's pawn's opening. 



D. 

18 K B to Q 

19 Q Kt to B third 19 Q R to Q B 

20 Q Kt to Q fifth 20 R x B 

21 Kt X Kt, and forces the game. 

E. 

9 Kt x P 9 K B to Q Kt third 

10 Kt X Kt 10 P x Kt 

11 K B to Q, fifth 11 Kt x K B 
]2QxP+ 12 Q B to Q second 
13 Q X Kt 13 Castles— Even. 

Note. The complicated chai'acter of this opening renders it 
advisable to sum up briefly on its dismission, as to certain points ; 
and I submit the following deductions to be proved in the fore- 
going analysis : — 

First. Second player moving KBQB4 on move 5, must 
shape his defence as in Game 3, and will acquire sufficient advan- 
tage to win the party. 

Second. Black playing K B Q R 4 on move 5, may take up a 
secure position of defence on White's castling next move, by 
playing Q P one, orKBQ Kt 3, resolving the game into a simi- 
lar class of positions as if his fifth move had been K B Q, B 4 ; or 
he may simply bring out K Kt B 3 on move 6, and has an equally 
sound defence. 

Third. Black's fifth move K B Q B 4, is more simple in its 
consequences for the defence than K B Q R 4 ; though the two 
may be fairly classed as perfectly equal. The disadvantage of 
KBQB 4 is, that when you advance Q P 2, you attack K B 
with Q P on the move ; but on the other hand K B at Q B 4 
commands your K B P, and K B at Q R 4, is liable to certain 
dangerous attacks of your Q at Q R 4. 

Fourth. The Evans Gambit is in its nature a won game for 
second player ; but the defence being extremely complicated and 
difficult, the opening may be fairly risked on the part of White. 



CHAPTER V. 

THE QUEEN'S BISHOP'S PAWN'S OPENING. 

As nothing more conduces to form a good style in Chess than the 
practice of various openings, it is important to play all such in 
their turn as do not entail absolute loss ; however irregular they 
may appear to be, compared with the more standard models. 
The debut before us was considered by Philidor to be radically 
unsound ; but his judgment was here unfounded, and the Queen's 
Bishop's Pawn's Opening, though comparatively dull, may be 
adopted by the first player with perfect safety, as to coming off 
with an even game ; its legitimate result being strict equality. 



queen's bishop's pawn's opening. 



103 



GAME I. 

WHITE. BLACK. 

K P two I K P two 

2 QBP one — This move names the opening. 

2 K Kt to B third— If he answer 
with K B P 2, you take P, and his Gambit would be weak 
on account of your defence being a move in advance. 
Should he reply with the move, now, of K B Q B 4, you 
play as best Q, P 2. 

3 Q, P two — If you here play the weak move of Q, Q B 2, his 
best answer is Q, P 2. 3 If he take P with P, you ad- 
vance K P, and get the better position. 

Kt x P 

4QPxP 4 K B to Q, B fourth (bad)— He 

should here move Q, P 2, on which you answer with 
Q, B K 3, and the game is even. 

5 Q, to K Kt fourth (best) 

In the first place, 

5 Kt x K B P 

6 Q, X K Kt P 6 K R to B 

7 Q. B attacks Q, 7 If he interpose B, you change 

Bishops, and win a piece by taking Kt with K. 

KBP interposes 

8 P X P as the best move, and has a won game ; observing, 
that if Black take R, you do not check, but play K B K second, &c. 

In the second place, 

5 B x K B P + 

6 K to K second 6 Q, to R fifth (A.) 

7 Q, X K Kt P 7 R to K B — If he had checked 

with Kt at Kt sixth, you would take Kt with K R P. 

8 Kt to K B third 8 If he retreat Q to K second, 

you move Q, B to K R sixth. Q, to K R fourth. 

9 Q, B to R sixth 9 K B to Q, B fourth 

10 K Kt P two, observing, that if he check with Kt at Kt sixth, 
you play K to Q,, &c. 

A. 

6 KB X Kt— If he reply with 
QP2, your Q, X K Kt P ; and on his moving K R K B, 
you play QBKR6. 



7 


R X B 


7 Q P two 


8 


Q, X K Kt P 


8 R to B 


9 


Q B to R sixth 


9 Q, Kt to Q, second 


10 


K Kt P one 


10 Q, to K second 


11 


K B to K R third 


1 1 If he take P with Q,, you win 



Q, — If he take P with Kt, you change Bishops and then 
X R with Q. K Kt to Q, B fourth 

12 B x Kt +, and on Black's taking with Kt, plays R to K, 
with the better game. 



104 



queen's bishop's pawn's opening. 



In the third place, 
5 Q P two 

6 Q x K Kt P 6 Rook to B 

7 Q, B to K third 7 If Black bring Q to K second, 

you answer with Q, Kt to Q second ; and if instead lie 
take B with B, you retake with K B P, and keep a good 
position. Q, P advances 

8QBPxP 8KBxP 

9 Q Kt to Q second 9 If Black take B with B, you 

capture Kt with Kt. If he take Q Kt P with B, you also 
take Kt with Kt, and if he then take Q, R, you get an easy 
victory by checking with Kt at K B sixth. 

Kt x Kt 

10 Q R to Q, 10 K B x Q Kt P— If his K B 

X Q B, your P x Q B, and if he then + with QKR 5, 
your K X Kt. 

11 B x Kt 11 Q to K second (B.) 

12 K Kt to B third 12 Q B to K B fourth 

13 Q, to K Kt fifth, and White's game for choice. 

B. 

11 If Black advance Q to Q 
fourth or fifth, you take R with Q, chg, and on his re- 
taking with K, recover Queen. If he bring out Q, B, or 
Kt, vou march Q B Q, Kt fourth. 

K B to Q, fifth 

12 Q, B to Kt fourth 12 If he push Q, B P two, you 

+ with K B, and then bring out K Kt ; and if 
KB x P + 

13 K x B 13 Q x R 

14 K B + 14 Q B P one 

15 Q, x R + 15 K moves 

16 Q, gives Checkmate. 

This game is one of Ponziani's admirable models. 



GAME II. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 QBP one 2 Q, P two— Philidor justly gives 

this as the best move ; but considers, erroneously, that it 
will place Black in the superior position. 

3 K Kt to B third — Del Rio proves this to be better than 
Philidor's move of taking Pawn. 

In the first place, 

3 Q B pins Kt (inferior) 

4 Q H In the " Traite des Amateurs," you are advised to 

move Q, to K 2, which is inferior. 

4 Q, covers (best) — If he cover 



king's bishop's opening. 



105 



with Q, B P, as advised by Jaenisch, you do not take P 
with Q, as he assumes, but rather Kt X P. 

5 Q to Kt 3 (winning a P) 5 B x Kt (if) 

6 Q, x Q, Kt P 6 B X Kt P 

7 B X B 7 Q to her B third 

8 Q, to B eighth + 8 K moves 

9 P x P 9 Q to her third (if ) 
10 Queen attacks and gains Castle. 

In the second place, 

3 Q P X P 

4 Q + (A.) (inferior) 4 Q, B P covers 

5 Q x doubled P 5 K B to Q third 

If you now move Q, P 1, he pushes K B P 2, or moves K Kt 
to B 3. If you take P with Kt, you lose Kt, as he pins it with 
Q,, and then moves K B P 1. 

6 QP two (if) 6 K B P two 

7 Q, must retreat, and he pushes K P, with best position. 

A. 

4 Kt x P (best) 4 KBtoQ third (best) 

5 Kt to Q, B fourth 5 K Kt to B third— Here Der 

Lasa prefers Q, B K 3. 

6 Q, P two 6 Castles 

Equal game. 

In the third place, 

3 K Kt to B third — Jaenisch 
considers this best ; but in my opinion K Kt B 3 and 
Q, P X P are equally good. 
4 Q P two 4 Kt x P (best) 

5KtxP 5KB to Q, third 

6 K Kt to Q third 6 QBP two 

7 P X P 7 Kt x P 

8 Q, B to K third 8 Kt x Kt 

9 B x Kt 9 Q, Kt to B third 
10 Castles 10 Castles 

Here Jaenisch justly dismisses the game as strictly even. 



CHAPTER VI. 

THE KING'S BISHOP'S OPENING. 

This is a safe method of beginning the game for White, and lead- 
ing to many difficult combinations. Jaenisch considers the move 
K B Q, B 4 to be weaker than K Kt B 3. In my opinion it is 
indifferent which you play, as to strength. The K B is at once 
placed, on the second move, so as to command the weakest point 
in the adverse game ; viz. the K B P. Many important varia- 



106 



king's bishop's opening. 



tions spring from this move, forming, in fact, distinct openings ; 
as the Lopez Gambit, The Bishop's Counter Gambit, &c. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B to Q B fourth 2 K B P two— This constitutes 

the Bishop's Counter-Gambit, and is a favourite move with 
Allgaier and other German writers. It is a fair risk, 
turning the attack boldly on White, but is not so intrin- 
sically sound as K B Q, B 4, though it cannot be proved to 
lose the game for Black. The Counter-Gambit may be 
styled a hazardous mode of play. 

3 B X Kt (bad) — You have other moves, which I shall treat 
of in separate games, wishing much to see the Counter-Gambit 
more played. 3 R X B 

4 P x P-If your Q + K R 5, and then X R P, he moves 
R K Kt 2, and on your then playing QK R8, he gets the better 
game by moving Q, K Kt 4. You may at move four, play Q, P 2. 

4 Q, P 2 (best) 

5 Q -| If you now move K Kt P 2, you get a bad game ; 

Black playing KRP2, and on your answering with KRP1, 
changing Pawns and moving K Kt P I. 

5 P covers 

6 P x P 6 R x P— Then if Q x KP+, 

he moves K R K 3. 
In the first place, 
HxKRP 7QtoKB third (best) 

8 If you move K Kt B 3, he pushes K P. If you play QP1, 
he moves K B Q, B 4. If you play Q, Kt B 3, he answers R K 
Kt 2 ; and on your Q, + K R 5, plays K to Q,, with better game 
in each case. 

Q x QBP (fatal) 8 Q Kt to B third 

9 Q, K R 7 (lest Black move K R Kt 2) 

9 He may now win by Q, Kt Q, 5, 
or R K Kt 2 ; and mav also play 

R x P 

10 QtoRR fifth + 10 K to Q 

11 Q, to K second— If you move Q, K B 3, he plays R x Kt + 

11 Q, Kt to Q fifth 

12 Q to K B 12 Kt x P + wins. 

In the second place, 

7 K Kt to B third 7 Q, B to Kt fifth (or A.) 

8 Q x R P 8 Q, to K B third— This is All- 

gaier's invention, but is an unsound move (see B.) 

9 If Q, X 0, B P, he moves Q, Kt to B 3, or if you play K Kt 
R 4, he moves K R R 3, winning in both cases. 

Q, Kt B 3 (best) 9 K R to K Kt second 



king's bishop's opening. 



107 



10 


Kt X P 


10 QQ third 


11 


Q,K4, with the better game. 






Variation B. 






8 R to Kt second 


9 


Q, to K R fourth 


9 Q, to her third 


10 


Q P one 


10 B X Kt 


11 


P X B 


11 K R to K B second 


12 


K R to Kt 


12 Q Kt to B third 


13 


QBP one 


13 R x P 


14 


Q, Kt to Q, second 


14 RKB2 — Here Jaenisch gives 




R x QP; 


but Der Lasa prefers retreating R. 


15 


Kt to Q, Kt third 


15 Q, Kt to K second 


10 


Q, B to Kt fifth 


16 Castles 


17 


Castles, with better game. 



A. 

7 Q Kt to B 3 (best) 

8 Q X K R P 8 Q, to K B third 

9 Q, P one 9 Here he may move K B Q, B 4, 

and if you answer with Q, B K 3, he changes Bishops, and 
his R x P> the game being equal. Or, 

Q, B to K B fourth 

10 Q, to K R fourth 10 Q to K Kt second 

1 1 K Kt P one 11 KBtoK second 

12 Q, to Q, R fourth 12 Castles 

Black has the better game. 

In the third place, 

7 Q P one 7 Q B to Kt fifth 

8 Q, x R P 8 Q to K B third 

9 Q x Q B P 9 Q Kt to B third 

10 Q x Q Kt P 10 Q, R to Kt 

1 1 If you move Q, Q R 6, he plays Q, B home ; and on your 
retreating Q, Q, R 4, moves Q, R Q Kt 5. 

12 Q, to K R seventh 12 Kt to Q fifth 

13 K B P one 13 Kt x Q, B P + wins. 

In the fourth place, 

7 K R P one— If you move K Kt P one, he plays Q, B Kt 5, 
and proceeds with attack on the plan of last Variation. 

7 0, Kt to B third— Von Der 
Lasa presents this as better than Q, K B 3. 

8 K Kt to B third 8 QtoKB third 

9 K Kt to R fourth 9 KBtoQB fourth 

FIRST DEFENCE. 

10 Kt x R 10 P x Kt 

11 Q, to K B third 11 Q, B to K B fourth 

12 Q B P one 12 K P one 



108 



king's bishop's opening. 



13 Q to K second 13 Kt to K fourth 

14 Castles 14 Kt to Q, sixth, wins. 

SECOND DEFENCE. 

10 Castles 10 Kt to Q fifth 

11 Kt x R 11 P X Kt 

12 Q home 12 Q B x P 

13 P x B 13 Kt B sixth + 

14 K to Kt second 14 KP one 

15 QP one 15 Castles 

16 Q, Kt to Q second 10 Q, to Kt fourth -f- 

17 K to R 17 Q to K R fifth 

18 Kt x Kt 18 P x Kt 
10 K to R second 19 B + wins. 

GAME II. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B to Q, B fourth 2 K B P two 

3 P x P (weak) 3 K Kt to B third 

4 K Kt P two — In this game you attempt to maintain Gambit 
P, but cannot do so. For variety you may here offer the Cunning- 
ham Gambit by moving K B K 2. If you now play Q, P 2, he 
takes P, and on your retaking with Q, pushes Q, P 2. 

4 Q, P two — He would also get a 
fine game by K R P 2. 

5 K B to K second (best) 5 K B to Q, B fourth 

6 Q, P one — If you here push K Kt P,he castles, or still better, 
X P with Q, B, forming an irresistible attack " alia" Muzio 
Gambit. 

6KRP two 

7 K Kt P advances 7 Here Black may castle, and 

risk the consequences of a Muzio Gambit, under highly 
favourable circumstances, or he may play 
Kt to Kt fifth 

8 B x Kt 8 P x B 

9 Q x P 9 Castles 

FIRST MODE OF PLAY. 

10 K Kt P one 10 Q B x P 

11 Q to KR fifth 11 K B x P -4- and on your 

K retreating, he plays Q, K R 5, with a winning game. 

SECOND MODE OF PLAY. 

10 Q, B to K third 10 Here Jaenisch prefers answer- 

ing with Q, P 1 — To me it seems better to follow Allgaier 
and play Q, B x P 

11 Q to K Kt third 11 Q P one 

12 You will lose — If you move Q, B Q, 2, he pushes K P ; and if 
instead you play Q. X K P 12 K B Kt 5 + &c. 



KING S BISHOP S OPENING. 



109 



GAME TIL 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B to Q B fourth 2 K B P two 

3 As your best course, you now decline taking Kt, or accepting 
Gambit. You may risk playing K Kt B 3, or Q, B P 1. If you 
move Q, P 2, bis best reply is K P X P, and if you retake with 
Q, he moves Q, Kt B 3. 



Q, P one (best) 



KBP two (best) 
K Kt to B third 

P X P 
P X P 

Q. X B 



3 K Kt to B third 
In the first place, 

4 Q P one 

5 K B P X P— If K P X K B P, 

you castle. 

6 Q B to Kt fifth 

7 B x Kt 

8 P X P 



9 Q, to Q, Kt third, with the better game. 

In the second place, 



4 K Kt to B third 

5 Castles 

6 K Kt to Kt fifth 

7 K to R 

8 Kt to K B seventh 

9 K B P two 



WHITE. 

K P two 

K B to Q, B fourth 
Q, P two (inferior) 

Q x P 
K B P two 
B x B 
Q B P two 
QBPxP 
K P advances 
Q, to K B second (best) 



K P x P 
B + (best) 
B x B + 
P X P 

Q, to K second 
Q, Kt to B third 
Q, B to K B fourth 



4 Q B P one (best) 

5 Q, to Q, B second 

6 K B to Q B fourth 

7 KRP one 

8 K R to K B 

9 Q, P one, wins. 

GAME IV. 

BLACK. 

1 K P two 

2 Q B P one (weak) 

3 P X P (A. or B.) 

4 Q P one 

5 QB to K third 

6 P x B 

7 Q P one (C.) 

8 K P retakes P 

9 Q B P attacks Q 
Even game. 

A. 

3 Q P two 

4 Q, B P x P 

5 B covers 

6 Kt retakes 

7 Kt x P 

8 Q, to K second (must) 

9 Castles 

10 Kt to Q, B third 



Castles — You have the better game. 



110 king's bishop's opening. 

c. 

7 Q B P one (weak) 

8 Q to her third 8 K Kt to B third 

9 Q Kt to B third 9 Q, Kt to B third 

10 QRP one (best) 10 K B to K second 

11 K Kt to B third 1 1 Castles 

White has the greater command of the board. 

B. 

3 K Kt B third (best) 
4PxP 4 Q, to Q, R fourth + 

5 QBP one (best) 5 Q, X K P 

K B to Q, third 6 Q, P two— If he play Kt X 

P, you reply Q, K 2. 

7 K B P two 7 Q, to Q, B second 

8 K P one — You have the better game. 

GAME V. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B to Q, B fourth 2 Q, B P one 

3 Q to K second (best)— If Black move KB to Q B 4, you 
take K B P with B. Should he play Q, to K Kt 4, you attack Q, 
with Kt, at B 3 ; and if he take Kt P, get a fine attack, by taking 
K B P with B +, and then playing R to Kt. 

3 K Kt to B third 

4 K B P two (best)— Should he reply with K B to Q B 4, you 
take P with P ; and on his capturing Kt with K B, take B with 
R ; having a fine position. If, again, he take P with P, you push 
K P on Kt ; and on his playing Kt to Q, 4, bring out Kt to 
K B 3. 4 Q, P one 

5PxP 5PxP 

6 K Kt to B third — Should Black now pin Kt with B, you 
take KBP with B + 6 K B to Q, third 

7 Q P two 7 P X P— If he play Q, B Kt 5, 

you Castle. 

8 K P advances 8 Castles 

9 Castles (best)— If P X B, he plays R K, and then Q, B Kt 5. 

9 K B to Q, B fourth (best) 

10 Q to her third 10 K Kt to Q, fourth (best) 

11 K Kt to Kt fifth 11 K Kt P one 

1 2 K Kt to K fourth 12 K B to K second 

13 B x Kt 13 P x B 

14 Kt + 14 B x Kt 

15 P x B, with an attacking game. 



king's bishop's opening. 



Ill 



GAME VI. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 KBtoQB fourth 2 K Kt to B third— This move 

is safe, and is considered to be the best by Jaenisch, 
as well as Von Der Lasa. For nie, I think little of it, 
comparatively speaking, and prefer K B Q, B 4. 

3 Q, P one — Good. If you move K B P 2, you plunge into 

what Greco justly calls a dangerous Gambit. He takes 
K P with Kt in reply, and on your moving Q, K B 3 plays 
Q, P 2. I see no objection to your playing on Move 3, 
Q, Kt B 3, thus accepting the Giuoco Piano with an 
important move in advance. The moves Q, P 2 and 
K Kt B 3, are considered in separate games. 

3 K B to Q B fourth 

4 K Kt to B third 4 Q P one 

5 QBP one 5 Castles 

6 Q, R P two 6 QRP two 

7 Castles — The opening is even. 

GAME VII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B to Q B fourth 2 K Kt B third 

3 K Kt to B third (inferior)— If he answer with Q, Kt B 3, 

you move K Kt Kt 5, and form the Two Knights' Opening. 

3 Kt x P (best) 

4 Q to K second 4 Q P two 

5 If you now x K P with Kt, he does not play Q K 2 as given 

by Lewis ; but moves K B Q, B 4, and gets the better 
game. 

Q P one 5 P x B 

6 Q x Kt (best) 6 K B to Q third 

7 Q X Q B P 7 Castles 

Black's position for choice. 

GAME VIII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 KBtoQB fourth 2 K Kt to B third 

3, Q, P two (inferior) 3 P X P (best)— If he X K P 

with Kt, you x P with P, with the better position. 

4 K P one 4 Q, P two (best) 

In the first place, 

5 B Q, Kt 5 -] If you x Kt with P, he x B with the better 

position. 5 Q, B P one. Here Von Der 

Lasa covers with Q, B, which I think inferior. 



112 



king's bishop's opening. 



6 P x Kt 6 Q to Q R fourth + 

7 Q B P one 7 Q X B 

8 Q, X P 8 K Kt P one 

He lias much the better game ; your advanced Pawn being 
inevitably lost in a few moves. 

In the second place, 

5 B Q Kt third (best) 5 K Kt to K fifth 

6 If you play K Kt P> 3, he replies K B -f-, and I prefer his 

game. If your Q, x P, he answers KB Q,B 4. 
K Kt to K second (best) 6 QBP two 

7 K B P one— If you move QBP1, he takes P with P. 

7 Kt to Kt fourth 

8 Kt to K B fourth 8QBP one 

9 B to R fourth + 9 Q, Kt to B third 

10 B x Kt + 10 P x B 

11 QxP 11 Kt to K third 

12 Kt x Kt 12 P x Kt 

13 Castles 13 P to Q, B fourth 

14 Q to K B second 14 QP one 

15 K B P one 15 Q to Q fourth 

Black has the better game. This variation is given by 
Jaenisch as the invention chiefly of Petroff. 

GAME IX. 
m'donnell's double gambit. 

white. black. 
1 K P two 1 K P two 

2KBQB fourth 2 K B Q B fourth (best) 

3 Q Kt P two 3 B x QKtP (right) 

4 K B P two — The double Gambit invented by M'Donnell is 

now formed. It is an extremely brilliant, but a dangerous 
and unsound attack. 

first defence. 

4 P x P (inferior) 

5 K Kt B 3 (best)— If Q, B Kt 2, he plays K Kt B 3, and if 

you then advance K P, he moves K Kt K 5. If you 
play QBP1, Black moves Q, K R 5 + 

5 Q, to K second 

6 Q, to K second 6 K Kt to B third 

7 K P advances 7 K Kt to R fourth 

8 Q, B P one 8 K B to Q, R fourth 

9 Q P two— If Q, B R 3, he advances Q, B P 2. 

9 B to Q Kt third 

10 Q, B to R third 10 Q, B P two 

11 Q P one (best) 11 QP one 
12PxP 12QxQ + 



king's bishop's opening. 



113 



13 K x Q— If BxQ, he moves K Kt B 3. 

13 Castles 

14 Q, Kt to Q second 14 Q, B to Kt fifth 

15 K to B second 15 Q Kt to Q, second 
10 K R to K 16 K R to K 

17 K R to K 7? with better game. 

SECOND DEFENCE. 

4 Q P 2 (best) -«• We are in- 
debted for this defence to De la Bourdonnais, the greatest 
chess-player of the present century. The games actually 
played between De la Bourdonnais and M'Donnell, the 
finest player England has ever yet produced, present the 
most skilful and interesting series of games on record. 

5 K P X P— If B X P, he plays Q, B P 1. 

5 K P advances (best) 

FIRST MODE OF PLAY. 

6 K Kt to K second 6 QtoKR fifth + (A.) 

7 K Kt to Kt 3— If you cover with K Kt P, he plays 

Q, K R 6. 7 K Kt B third 

8 QBP one 8 KBQB fourth 

9 Q, P two sq 9 P X P en passant 
10 Q, X P 10 K Kt Kt fifth 

Black for choice. 

A. 

6 K Kt B 3 

7 Castles 7 Castles 

8 Q, Kt to B third 8 QBP one 

Black has the better game. 

SECOND MODE OF FLAY. 

C Q B P one (best)— If you play Q, B Kt 2, he replies 
K Kt B 3. 6 B Q, B 4— If he move Q K B 3, 

you answer Q Q, R 4 -j- 
7 Q P two 7 P X P en pass. 

8Q,xP 8 K Kt to B third 

9 Q, B to R third 9 Q to her third— If Q,K 2 +, 

you move Q, K 2. 
10 B x B 10 Q, x B— Black for choice, be- 

cause you cannot well Castle. 

GAME X. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B Q, B fourth 2 Same 

3 The classical move here is Q, B P one, but you have several 
other safe modes of play. If you move K Kt B 3, Black may 
either reply Q, Kt B 3, creating the Giuoco Piano, or as a still 

i 



114 



king's bishop's opening. 



stronger move, play Q, P 1, his K B being in the field. If you 
move Q, K 2, you set up the Lopez Gambit ; to place her on 
K B 3 now, manifestly takes up a sq on which your K Kt 
should presently play. If you move Q, K Kt 4, he replies 
QKB3; and on your retreating Q, K Kt 3, he moves Q, P 1, 
and the game is even. The move Q, K R 5 is not advisable, be- 
cause it loses time ; but being sometimes plaved, deserves notice. 
QKR fifth 3QK second— He might with 

equal safety play Q, K B 3, but I prefer this move, as it 
reserves that sq open for Kt. 

4 K Kt to B third 4 Q, P one — He may also move 

K Kt B 3, and on your taking K P with Q, his B X 
K B P, the result being an even game. 

5 Kt to Kt fifth 

FIRST DEFENCE. 

5 K Kt P one (good) 

6 B x K B P -) Jaenisch recommends you to retreat Queen, 

but I prefer this move. 6* Q, x B 

7 Kt x 0, 7 P x 0, 

8 Kt x R 8 K Kt to B third 

9 Q P one 9 B to K third 

10 K R to K B 10 Q Kt to Q second 

11 KBP two 11 P x P 

12 Q, B x P 12 K to K second 

13 Q, B P one 13 R x Kt 

Black has the better game. 

SECOND DEFENCE. 

5 K Kt B 3 (good)— He may 
also play safely K Kt R 3. 

6 Q x P + (best)— If KB x K B P +, he moves K to Q, 
and on your then moving Q, K R 4, he plays R K B, to which if 
you reply by K B B 4, or K B Q, Kt 3, he does not take P with 
Kt, as presumed by many writers, from their overlooking the 
counter-move then for you of Q, P 2 ; but he plays Kt Kt 5, and 
if you then Castle, he takes KBP with Kt. 

6 Q x Q 

7 B x Q + (best) 7 K to K second 

8 KBQB fourth— Jaenisch prefers K B Q, Kt 3. 

8KRP one 

9 K Kt to B third 9 Kt x P 

10 Castles— If he reply with K Kt P 2, or Kt x K B P, you 
move Q, P 2. If he play, instead, R K B, you move Q, P 1. 

10 K Q 

11 Q, P 1 — The game is equal. 

GAME XT. 

WHITE. BLACK. 

1 K P two 1 K P two 



king's bishop's opening. 



115 



2 K B to Q, B fourth 2 KBtoQB fourth 

3 QBP one— Should Black now answer with QBP 1, or 
Q, Kt to B 3, you push Q, P 2 ; and on his taking P with K P, 
take K B P + with B. 3 K Kt to B third (safe) 

4 Q, P two 4 K P X P— Kieseritskij tells 

me he plays here with great success Q, P 2. The move is 
ingenious, and demands attention. 

5 K P advances (best) 

FIRST DEFENCE. 

5 QP two (best) 

In the first place, 

6 Q, B Q, second (best) — If he 
move QB P 1, your K P x Kt. 

7 K Kt X B 

8 B + 

9 Castles 
The game is even. 

In the second place, 

6 P X Kt (good) 6 P x B 

7 Q, K R 5— If you take K Kt P with P, he moves R to Kt. 
If you then play Q,KR5, he checks with Q, K 2, and his R x 
P. If, instead, you then play Q Q, R 4 -f-> he gets by far the 
better game, covering Q, Kt B 3 ; and on your Q, subsequently 
taking P, his Q K 2 +, and his R X P. 

7 Q to Q third (or A.) 

8 P x K Kt P 8 R to Kt 
9Q,xKRP 9 Q, to K fourth + 

10 K Kt to K second (best) 10 Q, x P 

U QxQ 11 R x Q, 

12 P x P 12 B + 

13 K K B, with the better game. 

A. 

7 Castles (best) 

8 Q, x B 8 R + 

9 K Kt K 2 (best)— If you move K K B, his Q, P X P, and 
he will win. 9 QP one 

10 Q, B to K third 10 P x Kt 

11 Q, Kt to Q, second 11 Q, Kt to R third 

12 Q X P 12 Q x P 

13 Q, x K P — Even game. 

In the third place, 
6 K B to Kt third (safe) 6 Kt to K fifth 

7PxP 7 Q, K R 5— He may equalize 

the game by chg with B Q, Kt 5. 
I 2 



6 B + (good) 

7 B x B + 

8 P x P 

9 Q, Kt to B third 



116 



king's bishop's opening. 



-If you play K Kt P 1, he takes it with Kt, 
with K B P, checks with Q, K 5. 

8 B Q Kt fifth + 

9 QB P one 
10QB + 

11 Q, X Kt + 

12 K 11 P one 
The game is even. 

SECOND DEFENCE. 

5 Kt to K fifth 

6 Q, to K second — Stronger than taking K B P. If he reply 
QP 2, you x P, en passant, and on his then castling your 
Q, P X B P. 6 Kt to Kt fourth (must) 

7 K B P two 7 Kt to K third 

8 K B P one — Should his Kt return to Kt 4, you play Q, to 
K R 5, and then push K R P. 

8 Kt to K B 

9 K Kt to B third 9 P X P 

10 The simple move is Q, Kt X P, as preferred by Jaenisch 
and Von Der Lasa, which gives you the better game. You may 
risk Allgaier's attack as follows : 

Q B attacks Q, 10 B covers (B.) 

11 KBP advances 11 Kt P X P 

12 K P x P 3 and White wins. 

B. 

10 P x P (best) 

11 Q X P 11 B to K second 

12 K B P one 12 P x P 

13 P retakes 13 B to B fourth— Both Jae- 

nisch and Von Der Lasa here advise Black's playing 
K B Q 3, which they consider gives him the better game ; 
afterwards moving Q,B P 1. I differ from them respect- 
fully on this point, and should prefer your position. 

14 B x P + 14 K x B 

15 Kt + 15 K to his third 

16 Q, to K second, winning forcedly. 

THIRD DEFENCE. 

5 Q, to K second 

6 P x P 6 B + 

7 K to B (best) 7 K Kt to K fifth 

8 Q to K Kt fourth— Should Black answer with Kt to K B 3, 
you of course do not take it, but gain a piece by capturing K Kt P. 
If, again he play Kt to Q, 3, you win by withdrawing B to K 2. 
Perhaps his best move is QBP 1, and on your then taking Kt 
with Q,, he pushes Q, P 2 ; which P you take with B, and remain 
with two Pawns. 8 KBP two 

Should you take P with Q,, he moves Kt to Q, 3. 



8 Q, B K 3 (best)- 
and on your retaking 

9 K K B 

10 K Kt P one 

11 Kt x B 

12 K to Kt 



king's bishop's opening. 



117 



9 QtoR fifth + 9 K Kt P covers — Should he 

" ' move K to Q,, you play K B P 1, and on his retreating 
Kt K B 3, play Q, to R 4, winning a piece. 

10 Q, to K R sixth 10 QBP one— Should he retreat 

Kt K B 3, you win by playing Q, B Kt 5. If he move 
Q, K B, you change Queens and play K B P 1 . (See C.) 

1 1 K B P one 11 QP two 

12 K B to K second 12 K R to K B 

13 K Kt to R third, taking Kt anon, &c. 

C. 

10 Kt to Q third 

11 Q, B to Kt fifth 11 K Kt to K B second 

12 B x Q 12 Kt x Q, 

13 B x B, and wins. 

GAME XII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 KBtoQB fourth 2 The same (best) 

3 Q, B P one 3 Q P one (inferior) 

4 Q P two 4 P x P (best) 

5 P retakes P 5B + 

C Q, Kt to B third 6 B x Kt + 

7 P retakes B — Should he play Q, B to K 3, you change, and 
+ with Q, at K R 5. Should he play K Kt to B 3, you pin it 
with Q, B. In every case your pieces have the greater command 
of the board, through the self-cramping nature of his third move. 

GAME XIII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B to Q, B fourth 2 Same 

3 Q, B P one 3 Q, P two — Not critically 

sound ; but to be played in its turn, as it leads to many 
positions highly embarrassing for first player. 

4 B x P— If P X P, his K B x K B P + You may safely 
reply with QP2 yourself. 4 K Kt to B third 

5 Q, Q, Kt 3 5 Castles 

6 K Kt to B third (best)— Now if he moves Kt Kt 5, you 
push QP2. 

In the first place, 

6 Kt x B (best) 

7 Q x Kt HxQ 

8 P x 0. 8 K P 1— Even. 

In the second place, 

6 Q B P one (bad) 
7B X P+ 7RXB (A.) 

8KtxKP 8 QK 2— If he take B P, you 

play K to B. 



118 



KING S BISHOP S OPENING. 



9 Q X R + 9 

10 Kt x Q 10 

11 Q, P 2, with winning game. 

A. 

7 

8 Q P 2 8 

9 K P one 
10 Castles 



Q 
Kt 



X Kt 

X Pj with fine game. 



K to R 
P X P 
9 Q, to K second 

10 R x B— If he move Kt Kt 5, 

you push K P. 

11 Q X P 



WHITE. 

1 K P two 

2 K B to Q, B fourth 

3 QBP one 

4 K B x P 

5 Q, to Q, Kt third 

6 B x Q Kt P (bad) 

7 Q X B 

8 Q x R 



9 Q P two 

10 Q x R + 

11 KBP one 

12 P x P 



GAME XIV. 

BLACK. 

1 K P two 

2 Same 

3 Q P two 

4 K Kt to B third 

5 Castles 

6 Q B x B 

7 Q to Q, sixth 

In the first place, 

8QQR3 (best) 
9 Q Kt to Q second 
10BxQ 

11 P X P 

12 Q to Q sixth 



13 K Kt K second — You ought to lose. 

In the second place, 

8 Q B P one (bad) 
9 Q, to Q, Kt seventh — If you move KBP 1, he answers with 
0, 0, R 3. 9QxKP + 

10 K Kt to K second (best) 10 Q x P 

11 KRKB 11 K Kt Kt fifth 

12 QP two (best) 12 P X P 

13 P x P 13 Kt x R P 

14 Q, Kt Q, 2, and will win. Lewis errs here ; making White 
play P x B, a palpably bad move. 



6 Q 

7 P 



GAME XV. 
Moves 1 to 5 as in last game. 

WHITE. BLACK. 

5 K Kt x B 
X Kt (best)— If P x Kt, he plays Q, K Kt 4. 



X Q 



6 Q x Q 

7 Q B to K B fourth 



king's bishop's opening. 



119 



8 K Kt to B third 8 K B P one 

9 QP two (best) 9 P X P 

10 P X P 10 K B Kt 3 (best) 

11 Q, B to K third 11 Q B to K fifth 

12 Q Kt to B third 12 B X Kt 

13 P X B 13 Castles 

14 Here I prefer your game ; having a Pawn, though your 
Pawns are broken. Von Der Lasa ends thus : — 

Castles Q, R — Rather move up King. 

14 K B P one 

15 KBP one 15 Q, Kt to Q, second 

10 K R to K Kt 16 Kt K B 3 — Von Der Lasa 

prefers Black's game. 

GAME XVI. 
Moves 1 to 4 as in last game. 

WHITE. BLACK. 

5 QtoKB third 

FIRST REPLY. 

5 Castles 

6 QP 2 — Jaenisch says you get the best of the game here, by 
retreating B Q, B 4 ; then if Black answer with Q, B Kt 5, you 
move Q, Q, 3, and if he play then Q, Kt B 3, or Q, K 2, you 
advance K B P 1 . 6 P X P 

7 QBto Kt fifth 7 P X P— If he play any other 

move you have a good position. 

8 B x K Kt— You may also take P with Q Kt. 

8 P to Q B seventh 

9 Q Kt to B third 9 Q, X B 

10 Q x Q 10 P X Q, 

11 K Kt to B third 11 Q, B P one 

12 K B to Q Kt third 12 P to K B fourth 

13 K P one 13 Q B to K third 

It is anybody's game. 

SECOND REPLY. 

5 Kt x B 

6PxKt 6KBP2 (best : see A.) 

7 K Kt to K second 7 KP one 

8 Q to K Kt third 8 Castles 

9 Q P 2 9 K P X P, en pass. 

10 Q x P 10 Q, B P one 

11 Q, B P one 11 Q, Kt P two 

12 Q, B P x P 12 P X QKt P (best) 

13 Castles 13 Q B to R third 

14 K R to Q, 14 Q, to Q Kt third 

15 Q, to K B third 15 Q, Kt to Q, second 
16' Q, B to K B fourth, with better game. 



120 



king's bishop's opening. 



A. 

6 Castles 

7 K Kt to K second (best) — Clearly stronger than Q, P 1. 

7 K B P two 

8 Q P two 8 P x P— If he advance K P, 

you retreat Q, to K 3, or K Kt 3, with the better game. 

9 Kt x P 9 B x Kt 

10 P x B 10 K R + 

11 QBtoK third 11 K Kt P two 

12 Castles 12 K Kt P one 

13 Q to K Kt third 13 Q, x P 

14 Q, x QBP, with the better game. 

GAME XVII. 
Moves 1 to 4 as in last game. 

WHITE. BLACK. 

5 QP two (good) 5 P X P 

In the first place, 

6 P x P 6 B + 

7 Q. B to Q second 7 B x B + 

8 Q Kt x B 8 Kt X B 

9 P x Kt 9 Q X P 

White for choice ; the isolated Pawn being no disadvantage. 

In the second place, 

6 Q B to Kt fifth (best) 6 Q B P one 

7 B to Q B fourth 7 Q to Q third 

8 B x Kt 8 Q, X B 

9 K Kt to B third 9 P x P 

10 Q Kt X P 10 K B to Q Kt fifth 

11 Q to Q Kt third 11 B x Kt + 

12 P X B — Here Mr. Lewis says, second player has " at least 
as good a game" as you ; insinuating that he has a better. On 
the contrai'y, you have by far the stronger position. 

GAME XVIII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 KBtoQB fourth 2 The same 

3 Q, B P one 3 Q, to K Kt fourth— A safe de- 

fence ; recommended by the great Italian masters. 

In the first place, 

4 K Kt P one (inferior) — Petroff here moves K K B, which 
gives you a splendid game by advancing Q, P 2, if he retreat 
Q, K Kt 3. Black's simple reply, however, is Q K 2, when he has 
clearly the better opening, through your King having moved. 
Petroff 's move is therefore quite unsound, however ingenious. 

4 Q to K Kt third 



king's bishop's opening. 



121 



5 Should you play Q, P one, he does the same. If — 
Q, to K second 5 Q P one 

6 K Kt to B third 6 Q B to Kt 5, threatening to 

play Q, to K R 4, &c. 
In the second place, 
4 K Kt to B third (bad) 4 Q, x Kt P 
5BxP+ 5KxB 

6 R to B, threatening to push Q, P two — White has some 
attack, but not sufficient to compensate for the Bishop. Black 
Avill answer with B to K 2. 

In the third place, 

4 QtoKB third (best) 4 Q to K Kt third 

Should you now play K Kt to R 3, he does the same, castling 
afterwards, if you castle. 

K Kt to K second 5 Q, P one — He may also move 

Q Kt B 3. 

5 Q, P two — The game is equal ; Del Rio says that Black may 
now win a Pawn by attacking Q, with B. Both he and Lolli 
overlook your counter-move. Suppose — 

5 B attacks Q, 

6 K B X P and you, instead of he, win P. 

GAME XIX. 
WHITE. black. 

1 K P two 1 K P two 

2 K B to Q, B fourth 2 Same 

3 QBP one 3 Q, K second (safe) 

4 K Kt to B third 4 If he take P with B + you re- 

take, and on his chg with Q, to regain piece, you get by far 
the better position. His safest move here is Q, P 1, which 
leads to an even game. K Kt to B third 

5 Q, P two (best) 

In the first place, 

5 K B to Q, Kt third 

6 P X P 6 Kt x P 

7 Castles 7 Castles 

8 KBtoQ fifth 8 Kt to Q, B fourth 

9 Q B to Kt fifth 9 Q, to K 

10 K R to K 10 Kt to K third 

11 Q, Kt to Q second, with the better game. 

In the second place, 

5 P X P 

6 Castles — You may also advance K P. 

6 P X P 

7 Q Kt X P— You might also risk K P 1. 

7 Q, P one — If he Castle, you 

advance K P. 

8 K P one 8 P x P 

9 Kt x P 9 Castles 



122 



KING S BISHOP S OPENING. 



10 


K R to K 


10 QBtoK third 


1 1 
1 1 


B x B 


11 P X B 


1 9 


Q to Q Kt third 


12 K B to Q Kt third 


i a 
16 


K Kt to B third, with the better game. 






GAME XX. 




WHITE. 


BLACK. 


1 


K P two 


1 K P two 


2 


K B to Q B fourth 


2 Tbe same 


3 


Q B P one 


3 Q. to K R fifth (premature) — 




If he play Q, to K B 3, you bring out K Kt. 


4 


Q to K second (best) 


4 K Kt to B third 


5 


Q P one (or A.) 


5 K Kt to Kt fifth 


6 


K Kt P one 


6 Q, to K B third (best) 


7 


K Kt to R third 


7 Q P one 


8 


K B P one 


8 Kt to K sixth 


9 


B X Kt 


9 B retakes B 


10 


Q, X B 


10 B x Kt 


11 


Q, Kt to Q, second, 


having the advantage of getting the 



earlier forth with your pieces. 

A. 

5 QP two (good also) 

In the first place, 

5 B to Kt third 

6 P X P 6 Kt x P 

7 K Kt P attacks Q, 7 B x P + 

8 Q x B 8 Kt X 0, 

9 P x 0, 9 Kt x R 

10 B to Q fifth 10 Q Kt to B third 

11 Q, B to K B 4, and afterwards takes Kt with K B. 

In the second place, 

5 P X P 

6 K P advances — If Black now move Kt K 5, or R 4, you win 
Kt for two Pawns, by attacking Q, with P. If he move Kt to its 
5, you move Kt P 1, and force the Kt. 

6 Kt home 

7 K Kt to B third 7 Q to K Kt fifth 

8 K B X P + 8 K to B (best) 

9 KRP one — Should he fall into the trap of taking Kt P, you 
win Q, by moving R to R 2. 9 Q, to K B fourth 

10 B x Kt 10 R x B 

11 " P X P ; " says Ponziani, con giuoco semjjre migliore. 

Closing Remarks on Bishop's Opening. 
The following theses I consider established in this Chapter : — 
Each party having begun with King's Pawn two, White can 

play no better move than K B Q, B 4. 

White playing K B Q, B 4 thus on move 2, Black may answer 

in various forms, of which the best is K B Q, B 4 also. 



LOPEZ GAMBIT. 



123 



Both pai^ties having thus moved K B Q, B 4 at move 2, White 
lias no better continuation for his third move than QBP one, to 
which the soundest answer is Q, K 2, or Q, K Kt 4. Moving Q, P 
one at this point is weak, and K Kt B 3 decidedly exceptionable 
for second player. If Black play Q, P 2 at this stage, he gets an 
inferior game, White shaping his reply as laid down in Game 17. 

The Bishop's Counter-Gambit is a dangerous game for Black. 

The Double Gambit, invented by M'Donnell, gives a brilliant 
but unsound game for White. 

CHAPTER VII. 

THE LOPEZ GAMBIT. 
The Lopez Gambit, which is merely a variation of the King's 
Bishop's Opening, and King's Gambit refused, takes its name 
from Ruy Lopez, who first describes it in his treatise. If badly 
opposed, it leads to the first player's acquiring a splendid position 
for attack ; but if answered correctly, the result is an even game. 
Black should never take the Gambit Pawn in this opening. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K B to Q, B fourth 2 Same 

3 Q, to K second — Threatening to take K B P ch with B, and 
then to + with Q, and capture B. The move may be answered 
several ways. 

3 Q P one 

4 You now form the Lopez Gambit by playing K B P two 

4 B x Kt 

5RxB 5PxP (bad) 

6 Q P two 

In the first place, 

6 Queen + 

7 K Kt P one 7 P X P 

8 R x P — You have by far the better game. 

In the second place, 

6 K Kt P two 

7 K Kt P one (best) 7 P X P 

8 KB x KBP+ 8KxB 

9 Q, to K R fifth + 9 K to K 2— If he move K K Kt 

2, K K 3, or KKB, you win equally by Q, B x P. 

10 Q, B X P + 10 Kt covers 

11 B x Kt + 11 K x B 

12 R K B + wins directly. 

GAME II. 

BLACK. 

1 Same 



WHITE. 

1 KPtwo 



124 



LOPEZ GAMBIT. 



2 K B to Q B fourth 2 Same 

3 Q, to K second 3 Q, P one 

4 K B P two 4 B x Kt (A.) 

5 R x B 5 Q, Kt to B third (best) 
(iQBP one (must) 6 K Kt to B third 

7 Q P one 7 Q B attacks Q 

8 QtoKB second 8 P x P 

The game is even ; Black may vary the latter moves. 

A. 

4 P x P (bad) 

5 K Kt to B third 5 K Kt P two 

6 Q P two G BtoQ Kt third 

7 K R P two 7 K Kt P advances 

8 K Kt to Kt fifth 8 K Kt to R third 

9 Q, B x P, and White has a capital attack. 

GAME III. 
Moves 1 to 3 as before . 

WHITE. BLACK. 

3 Q, to K second (safe) 
4KBP two 4 K Kt to B third (best) 
5 K Kt to B third 5 QP one 

G You must not move KRP 1, as he would play Kt R 4. 
Q Kt to B third 6 QBP one 

7 Q P one 7 Q B pins Kt 

8 K B P advances 8 Q Kt to Q, second 

9 Q, B attacks Kt 9 K R P one 

10 Q B to R fourth 10 K Kt P two 

11 P X P en passant 1 1 P x P 

12 KRP one 12 B X Kt 

13 Q, X B 13 Castles Q, R 

The game is perfectly even. 

GAME IV. 

Moves 1 to 4 as in last game. 

WHITE. BLACK. 

4 P X P (inferior) 

5 K Kt to B third 5 K Kt P two— Black cannot de- 

fend the Gambit Pawn ; being a move behind-hand, com- 
pared with the ordinary King's Gambit. 

6 KRP two — You may also push Q, P 2. 

6KBP one 

7 P X P 7 P retakes P 

8 Rook R 5, or Q, Kt B 3, with best game. 

GAME V. 

WHITE. BLACK. 

1 K P two 1 K P two 



KING'S PAWN-ONE OPENING. 



125 



2 K B to Q, B fourth 

3 Q, to K second 



4 B X P + (had) 

5 Q to B fourth + 

6 Q, X B (or A.) 

7 Q, to B fourth + 

8 Q x P 



6 K P x P 

7 K x B 

8 QtoQ third (if) 

9 Q X P 

10 Q to Q, fourth 

11 Q to Q, B fourth 

12 Q, Kt to B third 

13 Kt x Kt 



2 Same 

3 Q, Kt to B third (good) 
In the first place, 

4 King x B 

5 Q P two 

6 P x P 
(To recover the Pawn). 

7 B interposes 

8 Kt to K B 3 (wins). 

A. 

6 B X K B P + 

7 Q, Kt to R fourth 

8 K P advances 

9 K Kt to B third 

10 Q, Kt to B third 

11 K Kt X P 

12 Q, B to K third 

13 R K B 
Black has the advantage. 

In the second place, 

4 QBP one — You may also move Q, P 1, in order to play 
K B P 2 next move, if he reply with Q P 1 or K Kt B 3. 

4 Q P one 

5 K B P two 5 K Kt to B third 

6 K Kt B 3— The game is equal. 

GAME VI. 
Moves 1 to 3 as he/ore. 

WHITE. BLACK. 

3 K Kt to B third 
4 You must not take K B P with Bishop 

4 P x P(bad) — He should move 
is equal. 

5 Kt home 

6 K Kt P two (if) 

7 B to Kt third 

8 K Kt P one 

9 P X Kt 



K B P two 

Q, P 1, and the openin 

5 K P advances 

6 K Kt to B third 

7 0, P two 

8 QBP one 

9 Q, B x P 
10 ft x P, and will win. 



CHAPTER VIII. 
THE KING'S PAWN— ONE-OPENING. 
Tins mode of beginning the game is purely defensive, and the 
safest opening extant for the second player : since it insures him 
the certainty of being enabled to develop the whole of his force, 
ere any attack can be brought to bear on his position. With the 
French, the King's Pawn one opening is especially invogue ; and 



126 



KING r S-PAWN-ONE OPENING. 



a number of games thus founded, present themselves in the con- 
test between De la Bourdotfnais and M'Donnell, all recorded in 
my " Chess Studies." Although the opening, however, is so 
advantageous, supposing you to look merely to the winning of the 
one particular game, I do not advise the beginner to play it, its 
variations being less brilliant than such as spring from the King's 
Pawn being pushed to its extent of leap. A minor disadvantage 
attached to the second player's always making use of this opening, 
arises from such practice, when known, causing repugnance in an 
adversary to play with you ; through the certainty of a dull game, 
turning on the pieces being exchanged one by one, and the contest 
eventually drawn. Suppose two players, of equal force, the one 
always coming boldly out with his King's Pawn, the other playing 
it but one sq, I should decidedly never play with the latter, if 
the former were in the room. In a game played for amusement, 
similar considerations become important, although I do not pre- 
tend to say we should blame the player's choosing his own opening, 
whatever that might be. 

But the broad ground of objection to the King's Pawn one 
opening, arises from its irksome monotony. If each player moves 
as his first move K P 2, the combinations springing from the open- 
ing become all but endless ; while from K P one we derive nothing 
but one class of positions, dry as dust and dull as lead, compara- 
tively speaking. Vary the debut afterwards how you will, unless 
both parties commence K P 2, the game infallibly shapes itself 
after half-a-dozen moves, into the slow, sombre, and heavy K P 
one opening. I have allowed that this form of beginning is safe 
for second player ; so is fighting from behind a tree, and the one 
is exactly the type of the other ; cowardly and mean in spirit, 
aiming to lie in wait, rather than chivalrously to do battle in a 
" fair stricken field." The Queen's Gambit, whether accepted or 
evaded, and indeed nearly all openings from Queen's side, are 
branches of the K P one game. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P 1— The King's Pawn one 

game is equally created by his now pushing Q B P 2. In 
truth, this class of openings is more comprehensive than we 
might at first suppose ; including the Queen's Gambit, and 
nearly every debut begun with the advance of the Queen's 
Pawn. 

2 Q P two 2 Q P two 

Your correct move is now to change Pawns, as in next game. 

3 K P advances (bad) — The Pawn looks well, but proves weak. 
In general, the King's Pawn, too early pushed to the fifth sq, 
is feeble. One cause of this arises from the large space behind 
your centre Pawns, which may be occupied in the later stages of 
the game advantageously by your adversary ; such position being 



king's-pawn-one opening. 



127 



more difficult of defence, than when the Pawns are less ad- 
vanced. 

3 Q, B P two 

4 QBP one — If you + ne covers with Kt at B 3. 

4 Q, Kt to B third 

white's first probable move. 
5KB attacks Kt (bad) 5 Q, B to Q, second— He thus 

releases Kt from durance. 

6 B x Kt 6 P x Kt (best) 

7 K Kt to K second 7 P X P 
8PxP 8 Q B P one 

9 Castles — Black has the better opening, your centre Pawns 
being exposed and feeble. He will still further break them, by 
pushing K B P 1, at the proper time. 

white's second probable move. 

5 K B P two (weak) 5 Q to her Kt third 

6 K Kt to B third 6 QBtoQ second 

7 K B to K second 7 K Kt to R third— Rather move 

K B P 1, to break your Pawns. 

8 Castles (bad) 8 P X P 
9PxP 9 Q, Kt x Q P 

10 K Kt X Kt 10 K Kt to B fourth, and regains 

piece, with the better position. 

white's third probable move. 

5 K Kt to B third — Black may answer by changing Pawns, 
and moving K B P 1 ; or 

5 Q to her Kt third 

6 KBtoQ third 6 QBtoQ second 

7 K B to Q B second 7 P X P 

8 P X P — Black has the better game. He may pursue the 
attack either by moving K B P 1, or Kt Kt fifth ; or 

8 QRtoQB 

9 Castles 9 K B P one 

10 Q Kt P one 10 P x P 

11 P X P 11 K B to Q, B fourth 

12 K Kt to its fifth (if) 12 He may take P with Q Kt,not 

regarding -}- of Q, ; or 
K Kt to K second 

13 Q + 13 K Kt P covers 

14 B x P + 14 Kt x B 

15 Kt x K R P 15 Q Kt x P 

Black has the advantage. 

GAME II. 
WHITE. black. 

1 K P two 1 K P one 

2 Q P two (best) 2 Q, P two 



128 



KING S PAWN-ONE OPENING. 



3 P X P (best) 3 P X P 

4 It were premature now to play Q, B P 2, as he would -J- with 
K B. 

K Kt to B third 4 K Kt to B third 

5 KBtoQ third 5 QBP two (best) 

6 Castles 6 P X P 

7 B + 7 Q Kt to B third 
8KtxP 8 Q B to Q second 
9 K R + 9KB to K second 

Strictly an even game. 

GAME III. 

WHTTE. BLACK. 

1 K P two 1 K P one 

2 K B P two (inferior) 2 Q P two 

In the first place, 

3 K P advances 3 QBP two 

4 K Kt to B third 4 Q Kt to B third 

5 QBP one 5 K B P one 

6 Q Kt to R third 6 K Kt to R third 

7 Q Kt to Q B second 7 K B to K second — May also 

move Q to Kt 3, or K Kt B 2. 

8 Q P two 8 Castles — Then changes off 

Pawns, and forms his attack by K Kt to B 4. Model your 
game as you may, after his fifth move, Black acquires an 
advantage. 

In the second place, 

3PxP 3PXP 

4 K Kt to B third 4 QBP two 

5 QP 2 — To check with B were useless ; play as you may, 
Black has better position, through your K B P being advanced. 

5 Q Kt to B third 

6 QBP one 6 K Kt to B third 

7 Q B to K third 7 Q to Q Kt third 

8 Q to Q Kt third 8 Q Kt to Q R fourth 

9 Q X Q (A.) 9 P X Q 

10 K B + 10 Q B to Q second 

11 B x B + 11 K Kt x B 

Black has the better game. 
A. 

9 K B + 9 Q B covers (best) 

10 B x B + 10 K Kt x B 

Black has the better game. If you change Queens, the position 
resolves itself into the previous Variation. If your Q x QP, his 
Q X Q Kt P. 

GAME IV. 

WHITE. BLACK. 

1 KP two 1 Q B P two — Black commences 



queen's gambit. 



129 



thus, in order to prevent your pushing Q P 2, and ex- 
changing Pawns. If you answer with K B P 2, he plays 
K P 1, and then Q P 2, resolving the game into a position 
we have already examined. I prefer, as White's second 
move, Q B P 2 also, which locks up the game, and foils all 
attack. Jaenisch deprecates your now playing Q,BP2 
also, because you leave Q P in the rear. I am directly at 
issue with him on this point, thinking Jaenisch sometimes 
refines too much in his veiy laboured theories. When 
pieces are brought out before Pawns, pieces must be opposed 
to them ; when Pawns first come forth, they must be met 
with Pawns. It is no objection to White's now moving 
Q B P 2 also, that Black may be able to plant a Knight at 
his Q 5. Let him do so, you even courting the visit ; but 
preparing instantly to take him off, and thus weakening his 
Pawns, by drawing one of them dangerously forward. 
White may also model his game as follows : — 

2 K Kt to B third 2 Q Kt to B third 

3 You may now attack Kt with B, and on his moving K P 1, 
castle, and bring out Q Kt ; or 

Q P two 3 P X P 

4 Kt retakes 4 K P two 

5 Kt X Kt, or Kt K B 3, and the party is equal. 

GAME V. 

WHITE. BLACK. 

1 K B P two (safe) 1 Q P two 

2 K Kt to B third 2 K P one 

3 Q P two 3 K Kt to B third — May also 

play K B P 2. 

4 Q B P two — The opening is equal. 

CHAPTER IX. 
THE QUEEN'S GAMBIT. 
The Queen's Gambit is so denominated from the first player's 
offering to give up his Queen's Bishop's Pawn, gratuitously, on 
the second move ; both parties having commenced by pushing 
their several Queen's Pawns two squares. The Pawn is tempo- 
rarily sacrificed with a view to weaken the enemy's centre ; 
secure of recovering at least that Pawn, if not a greater advan- 
tage, through having drawn adverse Q P to the side of the board, 
leaving adverse Q fourth vacant. Stamma terms this opening the 
Aleppo Gambit, and Philidor repeats the phrase, though we find 
the game in the earliest writers, as Salvio and Carrera. The 
Queen's Gambit is a variation of the King's-Pawn-one opening, 
and therefore partakes of the fruits of that barren tree. The 
student will trace this consequence to the comparatively safe 
covert of the Kings, when the King's Pawns are not pushed mu- 
tually to their full extent of leap, the first move of the game. 



130 



QUEEN S GAMBIT. 



The Queen's Gambit is as safe an opening for the first player as 
he can adopt ; and herein it differs from the King's Gambit, which, 
if properly defended, is lost by its nature, to the party sacrificing 
the Pawn. In the Queen's Gambit, the Gambit Pawn cannot 
possibly be maintained without essentially compromising the de- 
fence. The Pawn is therefore, if taken, to be viewed rather as a 
loan than as a gift ; subject in its repayment to a heavy exaction 
of interest, unless cast off at the proper time. When I style the 
results of the Queen's Gambit as comparatively uninteresting, I 
mean, of course, supposing the legitimate defence to be set up ; 
for, should he erroneously cling to the acquired Pawn, you will 
find this opening has paths to destruction as brilliant as the Muzio 
itself. I shall now show you the natural consequences both of 
accepting and declining the Gambit ; briefly tracing out its several 
plans of defence. 

GAME I. 

WHITE. BLACK. 

1 Q P two 1 Q P two 

2 Q B P two 2 P x P 

3 K P one — I consider this to be stronger than K P 2. (See 
also B.) 3 Q Kt P two— Black is sup- 
posed in the present game to attempt to keep the Gambit 
Pawn. He should, instead, play King's Pawn two. 

4 Q R P two (best) 

FIRST DEFENCE. 

4 P x P (fatally bad) 
5KBxP 5 Q B to Q second 

6 Q to K B third — If he answer with QB to its third, you force 
mate in 3 moves. 6 K Kt to R third 

7 Q X R 7 Q B to its third 

8 K B to Kt fifth 8 B x B 

9 Q X R P, having gained the exchange. 

SECOND DEFENCE. 

4 Q B to Q second (better) 
5PxP 5BxP 

6 Q Kt P one (A.) 6 Q to her fourth— A natural, 

but a bad move. He should give up Pawn, but you would 
still get a fine position. 

7 P x P 7 B x P 

8 Q +? winning B. 

A. 

6 Q Kt to B third — This is also good plav. 

6 Q B to R third (if) 

7 R X B 7 Kt x R 

8 Q +, and then captures Kt. 

THIRD DEFENCE. 



4 Q B P one (bad) 



queen's gambit. 



131 



5PxP 5PxP 

6 Q to K B third, and wins — Should Black answer with Q to 
her B 2, you take Rook ; and if he then play out Q Kt to B 3, 
in order to confine your Queen, you push Q, P 1, 

B. 

3 Q + (safe) 3 Q B P one 

4 Q, X P 4 K P two 

5 P X P 5 Q + 

6 B covers, or Kt 6 Q x P— Equal. 



GAME II. 



WHITE. 

1 Q P two 

2 Q, B P two 

3 K P one 

4 Q + (weak) 

5 P X P (if) 

6 Q to her B second 

7 Q R P two 

8 P x P 



BLACK 



1 Same 

2 P X P 

3 K P two (good) 

4 Q, B P one 

5 Q Kt P two 

6 Q R P one 

7 Q B to Kt second . 

8 B P x P, better game. 



GAME III. 



1 Q, P two 

2 Q B P two 

3 K P one 

4 K B x P (best) 

isolate y 

5 P retakes P — The general 
weak, is frequently inapplicable 

6 Q Kt to B third 

7 K Kt to B third 

8 Castles 

9 K R P one 

10 You may now play Q to 
carrying across your Queen's 
game, from the strong situation 
centre of the board. 



1 Q, P two 

2 P X P 

3 K P two (best) 

4 P x P — Black x , in order to 
our Queen's Pawn. 

rule of an isolated Pawn being 
to the Queen's Pawn thus placed. 

5 K Kt to B third 

6 K B to Q third (best) 

7 Q Kt to B third 

8 Castles 

9 K R P one 

her third, and then Q B to K 3, 
Rook afterwards. I prefer your 
of your Q P, which commands the 



GAME IV. 

WHITE. BLACK. 

1 Q P two 1 Q P two 

2 Q B P two 2 P X P 

3 K P two — Again I suppose Black to defend Pawn. You will 
see that he can do this with a better chance than when you push 
K P only one sq. 

3 Q Kt P two 

4 Q R P two (best) 4 Q B P one— If he prefer taking 

K 2 



132 



queen's gambit. 



Pawn, you get back the two Pawns, with the better posi- 
tion. If, instead, he supports P with Q, B, you change 
Pawns, and push Q, Kt P L 

5 P X P 5 Pawn retakes 

6 Q Kt P one (best) 6 If he move Q to her B 2, you 

change Pawns, and then -f- with Q, and capture P. If he 
take P with P, you take P with B +> and on his then in- 
terposing Q, B, take P with Q,. 

FIRST DEFENCE. 

Q, B to R third (inferior} 

7 P X P 7 P retakes 

8 R x B 8 Kt x R 

9 Q, + 9 Q to her second 

10 Q X Kt 10 Q, R to Q, (probable) 

11 K B x P 11 QRtoQB 

12 K B to Q, Kt fifth 12 Q, R, x B + 

13 K to Q, second, with the superior game. 

SECOND DEFENCE. 

6 Q R P two (better) 

7 P X P 7 Q, Kt P 1 

8 Q B to K B fourth 8 Q B to Q second— Should he 

prefer Kt to Q, 2, you march Q, to her R 4. 

9 K B to Q, third, and when opportunity arises, to Q, B 2, and 
Q, R 4, or Q Kt 3, according to circumstances, to stop the Pawns, 
which being thus effected, I rather prefer your game, from the 
strength of Pawns in the centre. 

THIRD DEFENCE. 

6 K P 2 — Von Der Lasa consi- 
ders this best. 

In the first place, 

7 Q, Kt P x P (inferior) 7 K B + 

8 QBin 8QxQP 
9BxB 9QxR 

10 B Q, B third 10 Q to R seventh 

HBxKP 11 K B P 1, better game. 

In the second place, 

7 Q P X P (best) 7 B + 

8 K to K second 3 Q, x Q + 

9 K X Q 9 Q B to Kt second 
10 P X P . 10 P X P 
HKBxP HQBxP 
12KBP1 12 B to Q B third— Even. 

GAME V. 

WHITE. BLACK. 

1 Q P two 1 Q P two 



queen's gambit. 



133 



2 QBP two 2 P X P 

3 K P two 3 K P two (best) 

4 P x P (best)— If you take P with K B, he x P with Q. If 
you -j- instead with Q, he covers with Q. If you push Q, P on, 
he does not play B to Q, B 4, as advised in the Traite des Ama- 
teurs, but pushes K B P 2, as stronger play, weakening your centre. 

4 Q X Q + (best) 

5 K x 0, 5 Q, Kt P two (bad) 

6 Q, R P two 6 Q B P one (best) 
7PxP 7PxP 

8 Q, Kt to B third — Should he answer with Q, B Q2, or push 
Q, Kt P, you leap Kt to Q, 5, afterwards playing him either to his 
6, or to B 7. 

8 Q, B to R third (best) 

9 Q, Kt P one— Should he then take Kt P, you take B with R. 

9 QKtP advances (best) 

10 Kt to Q, fifth 10 K to Q (must) 

11 Q, B to Q, second HQ BP advances — Should 

Black play Q B to Kt 2, you capture P with K B. Should 
he move K B to Q, B 4, you take Kt P with Q, B, and if he 
capture K B P, you move Q, B to K B 8. 

12 B x B ; for if he take Q, B, you gain Q, R. 

12 Kt retakes B 

13 Q, B +, winning a piece. 



GAME VI. 





Moves 1 to 5 as before. 




WHITE. 


BLACK. 






In the first place, 






5 Q, B K 3 (inferior) 


Q 


K B P two 


6 K Kt P one 


7 


Q, Kt to Q, second 


7 Q, Kt P two 


n 


QRP two 


8 QBP one 


9 


P X P 


9 P retakes 


10 


Q Kt P one 








FIRST DEFENCE. 






10 QRP two (best) 


11 


P X P 


11 Q Kt P advances (b 


12 


K Kt to B third 


12 Q Kt to B third 


13 


Q, R to R fourth, with the better game. 






SECOND DEFENCE. 






10 P X P 


11 


KB x P + 


11 Q, Kt to Q, second 


12 


QRtoQ Kt 


12 The same 


13 


K B to Q, R fourth 


13 K to Q, 


14 


K B x P(best) 


14 Q Kt to Q B fourth 


15 


K B to Q, B second 


, with a decided advantage. 



134 



queen's gambit. 



THIRD DEFENCE. 

10 Q, B P advances 

11 B X P + 11 B covers (best) 

12 B x B + 12 Kt retakes 

13 Kt home 13 R to Q B— Should he play Kt 

Q B 4, you take P with Kt, and on his capturing Q, Kt P, 
play R to Kt. 

14 K to Q, B second 14 Kt to Q, B fourth 

15 R x P 15 Kt x K P 

16 K Kt to K second 16 K B to Kt fifth 

17 Q R to Kt seventh 17 K B to Q, R fourth 

18 Kt P attacks B, and wins isolated P, &c. 

In the second place, 

5 Q Kt to B third— Von Der 
Lasa prefers this to Ponziani's move Q, Kt Q, 2. 

6 K B P two 6 B -f 

7 B interposes 7 Castles -f- 

8 Q, B to Q, second 8 B x B + 

9 Kt x B 9 KB to Kt fifth 
10 Q, Kt to B third 10 K Kt to K second 

The game is even. 

GAME VII. 
Moves 1 to 5 as in Game 6. 

WHITE. BLACK. 

5 Q, Kt to Q second (best) 

6 If you take P with B, he makes an even game by capturing 
P with Kt. If you push P to K 6, he x it with B P,and on your 
taking P with B, moves P to K 4 ; playing subsequently K B to 
Q, 3, con giuoco, as Ponziani here dismisses it, aperto, e slcuro. 

K B P two 6 Q Kt to Q, B fourth (best) 

7 Q, Kt to B third — In next game you play Q, Kt to Q, 2. 

7 Q B P one 
In the first place, 

8 K B X P 8 Q Kt P two 

9 K B to Q, Kt third (best) 9 Q, Kt P one 

10 Q Kt K 2 10 Kt X K P 

11 Q, B K 3— Even game. 

In the second place, 

8 Q B to K third 8 QB + (or Var. A.) 

9 If you cover with KB, he + with Q, R, then x K B, and 
pushes Q, Kt P 2. If you move K Kt to B 3, he answers with 
Q Kt P 2. 

KtoQB second (best) 9 Q Kt x P 

10 Kt X Kt (if ) 10 Q, B to K B fourth 

11 K to B third 11 B x Kt 

12 K X P 12 P + 



QUEEN S GAMBIT. 



135 



13 K to Q, fourth 13 B to K B fourth 

14 K Q, B 3— Even game. 

Variation A. 

8 Q, Kt P two 

9 K Kt to B third 9 Q, B pins Kt — The game is 

equal. Were you now to move K to Q, B second, he might 
take P with Kt, and on your retaking with Kt, would pin 
that Kt with B. You would still, however, equalize 
matters, by moving Kt to Q, 2. 

In the third place, 

8 Q, R P two 8 Q, B + 

9 K Kt to B third— If you move K to Q, B 2, he X K P 
with Kt. 9 R + 

10 K home (best) 10 B x Kt 

11 P X B 11 Kt to Kt sixth— Might also 

check with this Kt. 

12 Q R to Kt 12 Kt x B 

13 R x Kt 13 K B to Q B fourth (best) 

1 4 If you play K to K 2, to prevent his B from coming to your 
K 3, you impede the march of your own Bishop, and he moves 
Q, R P 1, in order to push Q, Kt P. You may try two moves : — 

No. 1. 

P to B fifth 14 B to Q, fifth 

15 P to K sixth 15 P x P 

16 P x P 16 K Kt to K second 

17 K B x P 17 Kt to his third 

Black will proceed to move K to K 2, and then Kt to K B, or 
to K B 5, winning P at his K 3 ; with an even game. 

No. 2. 

14 Kt to K second 14 Q Kt P two 

15 P X P 15 P x P 

16 Q, Kt P one 16 K B to K sixth 

17 0, R to B second — Should you retreat to Kt, he plays 
PQB6, which Pawn you evidently cannot take. Black after- 
wards aims at advancing this P to the eighth, on which, if you 
take it with Kt, he does not take Kt, but captures P at your 
K B 4. 17 K Kt to K second (best) 

18 If you advance P K B 5, he moves Kt Q B 3, and on your 
then supporting P with P, he leaps Kt Q, 5. 

P X P 18 P X P 

19 R x P 19 Kt to his third 

20 R to R fourth (if) — Black does not now take P at your 
K B 4, because after the exchange of pieces, you would gain his 
R P ; but he moves R to Q, Kt, with threats of Mate ; and you 
come off with an inferior position. 



136 



queen's gambit. 



GAME VIII. 
Moves I to 6 as in last game. 

WHITE. BLACK. 

7 Q, Kt to Q second (inf ) 7 Q, B to Q, second 

In this position, Ponziani gives White the choice of four moves, 
one of which is to attack Kt with Q, Kt P. Were this done in 
Italy, the Pawn could not take en passant, but the Knight would 
remove to Q, R 5. You would then take P with B in preference 
to supporting Kt P With R P (as he would reply with Q, Kt P 2), 
and the game would be equal. The other moves are — 

FIRST. 

8 K Kt P one 8 B to his third 

9 K B to Kt second 9 K B P one 

If you now take P, he retakes with K Kt. Tf you push P to 
K 6, it is devoured by Q Kt. If you play K Kt B' 3, Black takes 
P with Kt. Black for choice. 

SECOND. 

8 K Ktto R third — You aim at bringing Kt to the support of 
P at K 4 ; but were you to attempt this by playing Kt first K 2, 
Black would + with BQR5. 8 Q, B to its third (best) 

9 Kt to K B second 9 Q Kt P two 

If you play Q R P 2, he takes it with Kt, and moving instead 
Q Kt P 2, he either takes P en passant, or moves Kt to Q, R 5; 
having the better arranged game. 

THIRD. 

8 K B x P 8 Q B to its third 

9 B to Q fifth 9 B x B 

10 P retakes B 10 Castles, recovering P, with the 

better game. In these games a very powerful defence is 
set up, and counter-attack formed, partly through your 
K P originally advancing two squares instead of one, and 
thereby weakening your centre. 

GAME IX. 

This game embodies a new defence, invented by M. Schwartz, 
and first published in the " Palamede," 1842, with numerous 
variations, by Kieseritzkij. 

WHITE. BLACK. 

1 Q P two 1 Q P two 

2 Q, B P two 2 P X P 

3 K P two 3 K B P two (Schwartz) 

4 K P advances — If you take P with P, he retakes with B, 
and on your then taking P with B, brings K Kt B 3. But I con- 
sider the move which proves the Schwartz defence weak is now 
K B X P, as advocated also by Von Der Lasa and St. Amant. 
If Black then answers with K B P x P, you move Q, Q, Kt 3 ; 



queen's gambit. 



137 



and if he reply instead with K Kt B 3, as advised by Kieseritzkij, 
you get the better opening by K P one. 

4 Q, B to K third 
5 If you move Q, Kt B 3, he answers with Q, B Q, 4, and will 
keep the Pawn. 





Q, Kt to R third 


5 Q Kt to B third 


6 


Q, B to K third 


6 Q, Kt to R fourth 


7 


Q, R to Q, B 


7 Q B to Q fourth 


8 


K Kt to B third 


8 K P one 


9 


0, Kt x P 


9 KB + 


10 


B covers 


10 B x B + 


11 


Q X B 


11 Kt x Kt 


12 


B x Kt 


12 K Kt toK second 



Even game. 

First Variation. 

Six first moves as in Game 9. 



7 


Q + 


7 Q, B P one 


8 


Q, B to Q, second (or 


A.) 8 Q x Q P 


9 


Q, X Kt 


9 Q, X Q Kt P 


10 


B Q, B third (best) 


10 Q to Q Kt third 


11 


Q X Q 


11 P x 0, 


12 


Kt x P 


12 P to Q Kt fourth 


13 


Q, Kt to K third 


13 K B P one 


14 


Kt to Q, B second 


14 R x P 


15 


K B to Q, third 


15 R x R + 


1G 


B X R, with the better game. 


8 


Castles 


A. 

8 QKtP two 


9 


Q, to Q, B second 


9 K Kt P one 


10 


K Kt to B third 


10 QBQ fourth 


11 


K P one 


11 Q, B x K Kt (best) 


12 


P X 0, B 


12 K Kt to K B third 


13 


K R P two 


13 Q to Q fourth 


14 


Q, to Q, second 


14 Q, Kt to Q, Kt second 


15 


QBtoK Kt fifth 


15 K B to Kt second 


16 


QRtoK 


16 QRP two 


17 


Q, R to K fifth 


17 Q X KBP 


18 


K R K R 3 


18 K Kt K 5, wins. 



Second Variation. 
Motes 1 to 5, as in Game 9. 

6 K Kt to B third Q B to Q, fourth 

7 Q, B to K third 7 K P one 

8 Q, Kt x P 8 B + 

9 K Kt covers 9 Q, B x Q Kt 

10 K B x B 10 Kt X Q, P 

11 QRP one 11 K B to Q B fourth 

12 Q Kt P two 12 K B to Q, Kt third 

13 Castles — Black has his Pawn. 



138 



queen's gambit. 



GAME X. 

Kieseritzkij favors me with a new defence of his own compo- 
sition, which I here introduce. 

WHITE. BLACK. 

1 Q P two 1 QP two 

2 QBP two 2 P x P 

3 K P one 3 Q, B to K third. 

In the first place, 

4 K P one 4 Q B P one 

5 Q Kt to B third 5 K B P two 
G Q P one 6 Q, B P x P 
7KPxQP 7 B to K B second 

8 K B x P 8 K Kt to B third 

9 K Kt to B third 9 K Kt P one 

Here Kieseritzkij moves QB K B 4 for you, and considers the 
game even. I prefer your position. 

In the second place, 

4 Q, Kt to Pv third 4 B to Q, fourth 

5 Kt x P 5 K B P two 

6 K Kt to B third 6 K Kt to B third 

7 K Kt to K fifth 7 K P one 

8 K B P one 8 Q, B P two 

Kieseritzkij prefers Black's game. 

In the third place, 



4 


Q 


Kt to B third 


4 K B P two 


5 


Q 


P one 


5 B to K B second 


G 


B 


X P 


6 QBP one 


7 


P 


X P 


7 Q X 0, + (best) 


8 


K 


x Q, 


8 Kt x P 


9 


B 


X B + 


9 K x B 


10 


K 


Kt to B third 


10 It + 


11 


K 


to K 2 


11 K P 2— Even. 



In the fourth place, 

4 K Kt to B third 4 B to Q fourth 

5 Q, Kt to B third 5 K B P two 

6 Q, to Q, B second 6 K P one 

7 Kt x B 7 P X Kt 

8 Q X P 8 B + 

9 B covers 9 Q Kt to B third 
Kieseritzkij prefers Black's game. I have not examined this 

defence sufficiently to be justified in giving a decided opinion upon 
its merits. It is evidently a graft of the Schwartz Defence. I 
own I view the situation of Black's Q, B at K 3, on Move 3, with 
fear and trembling for the ultimate safety of his game. 



queen's gambit. 



139 



GAME XI. 

SECOND PLAYER EVADES THE GAMBIT. 
WHITE. BLACK. 

1 QP two 1 Same — A safe way of evading 

the attack of the Queen's Gambit is now to play K B P 2 ; 
then bring out K Kt, and i-esolve it into King's-Pawn-one 
opening. 

2 QBP two 2 Q B P one 

3 K B P one — If he answer this move by taking Gambit P, you 
push K P 1, and presently Q R P 2 ; certain of recovering the 
Pawn, with the possession of the middle of the field. If he play 
K P 1, you move Q to her 3, before advancing K P 2 

3 K Kt to B third 

4 Q Kt to B third 4 QBtoKB fourth 

5 K P one 5 The same 

6 K B to Q third 6 B x B 

7 Q retakes B 7 B pins Kt 

8 K P advances 8 B x Kt -f (if) 

9 P X B 9 Q Kt to Q second 

10 Q B P x P 10 P retakes (which he will) 

11 K P advances 11 Kt to K R fourth 

12 Kt to K second, with the stronger situation ; observing that 
if Q, +5 y° u cover with P, and win Kt. 









GAME XII. 






WHITE. 


BLACK. 


1 


Q 


P two 


1 QP two 




Q 


B P two 


2 QBP one 


3 


Q 


Kt to B third 


3 K Kt to B third (best) 


4 


K 


P one 


4 Q B to K B fourth 


5 


K 


B P one 


5 K P one 


G 


Q 


B P one 


6 Q Kt P one 


7 


P 


X P 


7 P X P, better game. 








GAME XIII. 






WHITE, 


BLACK. 


1 


Q 


P two 


1 Q P two 


2 


Q 


B P two 


2 Q B P one 


3 


Q 


Kt to B third 


3 K P one 


4 


K 


P one 


4 K B to K second 


5 


Q 


B P one 


5 Q Kt P one 


6 


Q 


Kt P two 


6' Q R P two 


7 


Q 


Kt to R fourth 


7 Q Kt to Q second 


8 


Q 


Kt P one, with the better game. 








GAME XIV. 






WHITE. 


BLACK. 


1 


Q, 


P two 


1 Q P two 


2 


Q 


B P two 


2 K P one — Jaenisch ] 



140 



queen's gambit. 



this to Q, B P 1. I think it matter of indifference whether 
he here moves K P 1, Q, B P 1, or Q, B P 2. 

3 Q Kt to B third 3 K Kt to B third 

4 K P one 4 Q B P two 

5 K Kt to B third 5 Q, Kt to B 3— Even. 

GAME XV. 

WHITE. BLACK. 

1 Q P two 1 QP two 

2 Q, B P two 2 Q B P two 

3 You may here play Q, Kt B 3, and the game is even. 

Q, B P X P — Jaenisch and Von Der Lasa advise this. Pon- 
ziani prefers Q, P X P, as in next game. To me, both moves 
seem the same ; each producing an even game. 

3 Q X P 

4 K P one 4 P X P 

5 Q Kt to B third (best) 5 Q Q, 

6 K P x P 6 K P one 

7 K B to Q, B fourth 7 K B Q 3— Even. 

GAME XVI. 

WHITE. BLACK. 

1 Q P two 1 Same 

2 Q, B P two 2 QBP two 

3 Q P X 0- B P— If he answer by taking P with P, you 
check with Q Q, R 4, and on his covering with Kt Q, 2, you push 
P to Q, B 6. Should he cover with Q, B Q, 2, you take P with Q. 

FIRST DEFENCE. 

3 Q + (inferior) 

4 Q covers 4 Q, X Q + (best) 

5 Kt x Q 5 P X P 

6 Kt x P 6 Q, Kt to Q, second— If he move 

K P 1, you check with Kt. 

7 Q Kt P two 7 Q B P two 

8 Q, B to Q, second 8 P X P 

9 B retakes P 9 R to R fifth 

10 Q, R P one ; maintaining the Pawn, and if 

10 Kt X P 

11 Kt to Kt sixth, with a winning superiority. 

SECOND DEFENCE. 

3 Q, P advances (best) 

4 Q, Kt P two (best) 

FIRSTLY. 

4 K P two (inferior) 

5 K Kt to B third 5 K B P one 

6 K P one 6 Q, P x P 
7QxQ+ 7K X Q 
8BxP 8 Q R P two 



QUEEN S COUNTER-GAMBIT. 



141 



9 Q, Kt P advances 9 Q, Kt to Q, second 

10 P attacks Kt 10 P X P 

11 Q, R P two (best)— Should Black now take Pawn, you re- 
take with R P, and if 11 P to Q, B fourth 

12 Q, Kt to Q, second, in order to seat himself on his own third ; 
White's situation being every way superior. 



SECONDLY. 







ft V(A XV XT tv\0 t Ucot ] 


O 


xvt x one i ox ii.y 


O XV X L wo 


o 




fi K" P v P 

U XV XJ x X 


1 


^ xvt io jqj, seconu 


/ XJ IO XV tllllU 


ft 
o 


Q, Kt to his own third 


o ivt to v£ seconu 


n 
V 


XV t X X3 


Q A Iff \y K> 
y ^ IV t X xVC 


X U 


K P one — Even. 








A. 


5 


K Kt to B third 


5 R P X P 


6 


Q X P 


6 Q X Q 


7 


Kt x Q 


7 K P two 


8 


K Kt to Kt third 


8 Q, B to K B fourth 


9 


Q, Kt to Q second 


9 Q, B to its seventh 


10 


Q B to Kt second 


10 K B P one 


11 


KBP one 


11 Q, Kt to Q, second 


12 


K P two 


12 Kt x P 


13 


Kt x Kt 


13 B retakes Kt 


14 


Kt to his third 


14 Q Kt P one 


15 


Q R attacks B 


15 B x Kt 


16 


R P retakes — The game : 


is equal. 



GAME XVII.— Ponziani. 
queen's counter- gambit, 
white. black. 

1 Q, P two ] Same 

2 Q, Kt to B third (weak) 2 Q B P two (best) 

In the first place, 

3 P X P 3 Q P advances 

4 Kt to K fourth 4 K B P two 

5 Kt to Kt third 5 K P two 

6 Q, Kt P two — If instead you move Q, B P 1, he captures P 
with K B ; and on your taking Q, P, he checks with B, and then 
takes P with Q. 6 Q, Kt P one 

7 Q, B to R third 7 P X P, and on your retaking, 

Queen +, gaining Bishop. 

In the second place, 

3 QBtoKB fourth 3 K P one 

4 K P one 4 Q, B P advances 

5 Q Kt P one 5 B pins Kt 

6 K Kt to K second 6 Q, to Q, R fourth 



142 



QUEEN S COUNTER- GAMBIT. 



7 Q, to her second 7 K Kt to B third 

8 K B P one (must) 8 Q Kt P one 

9PxP 9 Q B to R third, better game. 

GAME XVIII.— Ponziani. 

WHITE. BLACK. 

1 Q P two 1 Q P two 

2 QB to KB fourth (weak) 2 QBP two (best) 

3 B x Kt 3 R x B 

4 If you capture P with P, he + with Q, and on your 
covering with Kt at B 3, plays KP 1, and then takes doubled 
P with Q. 

K P one 4 K P one 

5 Q, B P one 5 QKtP one 

6 Q+ 6 B covers 

7 QX RP(if) 7 Q B P advances— Ponziani 

gives this train of moves, to show how the Queen may be 
entrapped, at times, by the lure of a Pawn. Black now 
threatens to move Q B to B 3, and R home. 

8 Q Kt P two — Opening a retreat if he move B to B 3. 

8 R home 

9 Q, to Kt seventh 9 K Kt to K second, in order to 

play Q, B to B 3. 
10 Q Kt P one (must) 10 Kt to K B fourth, and wins 

Queen, by attacking her at Q 3, with Kt. 



GAME XIX. 

WHITE. BLACK. 

1 Q P two 1 Q P two 

2 Q B to K B fourth (weak) 2 Q B P two (best) 

If you move K P 1, Black does the same, or brings out Q Kt, 
and when the proper time arrives, places KB at Q 3. These 
games prove that the Queen's Counter-Gambit may be played 
with advantage. 

3 P X P (weak) 3 Q Kt to B third 

4 K Kt to B third — If your Q Kt move to B 3, he advances 
Q P, and then K P 2. 4 K B P one, and then plays 

K P 2, gaining the better position. 

Final Remarks. — From the games just examined, it appears 
that first player can adopt no one stronger opening than Queen's 
Gambit ; but that, as in other branches of the King's-Pawn-one- 
opening, a dull and heavy game will be probably the result, 
Black being so much more likely to evade, than accept, the 
Gambit. 

Black's most simple defence to Queen's Gambit, is to evade 
it altogether ; or after taking QBP, not attempt to support the 
Pawn. It appears, however, that although dangerous, the mis- 



king's gambit. 



143 



chiefs attendant on supporting Gambit Pawn have been ex- 
aggerated. 

The Schwartz Defence, and Kieseritzkij Defence, are both 
equally unsatisfactory ; and not to be recommended. 

Both parties beginning Q, P 2, White does better to offer the 
Gambit, than to move Q, Kt B 3, or QBKB4; since in both 
these cases Black gets the better game, by adopting the Queen's 
Counter-Gambit. 

CHAPTER X. 

THE KING'S GAMBIT. 

Although it has been customary to class every game springing 
from the sacrifice of the King's Bishop's Pawn, on the second 
move, under the head of King's Gambit, it appears far better to 
confine this term to the one regular form of opening, from which 
all others take their departure at different points. By the King's 
Gambit, then, I designate alone that opening in which the first 
player, after sacrificing Gambit Pawn, plays K Kt and K B 
respectively forth, to their strongest points of occupation. 

GAME I. 
WHITE. black. 

1 K P two I K P two 

2 K B P two — Your design in sacrificing this Pawn is to weaken 
the enemy's centre, by drawing his King's Pawn away from the 
middle of the board. Philidor was of opinion, that the advantages 
of position acquired in return for this Pawn, were fully remune- 
rative, and that the legitimate result of the Gambit ought to be a 
drawn game. Our Chess-grand-master stands alone in this doc- 
trine, the general opinion now being, that if the best moves are 
subsequently played on both sides, Black ought to win the game 
through the Pawn now given. 

2 P X P — I suppose Black here 
to accept the Gambit. 

3 K Kt to B third 3 K Kt P two (best) 

4 K B to Q, B fourth 4 K Kt P one (bad) — Black 

should play here K B K Kt 2. 

5 K Kt to K fifth — Your best play is here to castle, forming the 
Muzio Gambit, a game, which in my present opinion is perfectly 
sound for White. 5 Q + (best) 

6 K to B (best) K Kt to R third (best) 

7 Q P two — In answer to this, I here suppose Black to play the 
ordinary move Q P 1, but his best play is P K B 6, as fully 
developed in the last game of my chapter on the Cochrane Gambit. 

7 Q P one 

8 K Kt to Q third 8 Gamb. P one 

9 K Kt P one (best) 9 Q + 



144 



KING S GAMBIT. 



In the first place, 

10 K home (best) 10 If he attack R with Q, you 

guard R with Kt, and then force Q with K B. At present 
you threaten to win Q with Kt. 

Q to K R fourth (best) 

11 K Kt to B fourth 11 Q to Q R fourth -) Rather 

Q, K Kt 4, but you bave the better game. 

12 B covers — In answer to this, Black should play Q Q R 5, and 
on your then bringing out Q Kt R 3, he retreats Q to her 2, still 
you get the better game by then advancing K Kt to Q 5. 

Q, to Q, Kt third (if) 

13 K Kt to Q fifth 13 Q x Q P 

14 K B to Q third 14 Q to Q B fourth (if) 

15 Q B to K third 15 Q to R fourth + 

16 Q, Kt P two 16 QtoQR fifth 

17 B + K and Q 17 Q X B 

18 Kt x Q B P +,wins Queen. 

In the second place, 

10 K to B second (inferior) 10 Q + 

1 1 K to his third — Black's best move in answer to this, is to + 
with Q at K 7, changing Queens, and abandoning Pawn, but ex- 
tricating Queen. He may risk, against an inferior player, the 
attack gained by now checking with Kt, and then with Bishop. 
Suppose, however, 

11 K B to K second 

12 Kt to K B fourth 12 B to K Kt fourth 

13 B to K B 13 Q x R 

14 B + 14 Q B P one 

15 B x P + 15 Q Kt x B 

16 Q X Q 3 and will win. 

GAME II. 
Moves 1 to .9 as before. 

WHITE. BLACK. 

9 Q to K second — Many authors 
dismiss the game at this point, as won for Black through 
the acquired Pawn. This error is one shared in by Lolli, 
Philidor, Sarratt, and Les Amateurs, the fact being, White 
can regain the Gambit P. The present game and its vari- 
ations were actually played out by me, as a game by cor- 
respondence, some years back, with Mr. Bone. 

10 Q Kt to B third 10 Q B P one 

11 K R P one — You might also play K to B second, and then 
Kt to K B fourth. 

11 If Black retreat K Kt to Kt, 
you take P with R P ; if he retake with B, you move Kt 
K B second, and on his then playing Q Q second, you play 
K R R fourth. 



king's gambit. 



145 



K B P two (or Var.) 

12 Q,B x Kt 12 If he take B with B, you take 

KBP with P, and on his retaking with Q, B, take P with 
KRP; Black then takes Kt, and you retake with Q,. 

KBP X KP 

13 Q to Q second 

In the first place, 

13 B x B— If QBK third, you 
take Q, B with K B, and then take P with Q, Kt. 

14 Q x B 14 K to Q 

15 Q, R to K 15 Q P one 
IGBxQP 16 QBP x B 

17 Kt x Q P, and has a won game. 

In the second place, 
13 Q P one 

14 Q, R, to K 14 Q, B K B fourth— If this B be 

played to K third, you move Kt Q, B fifth. 

15 KRP x P 15 Q B to K Kt third 

16 QB x B 16 R x B 
17B X QP 17 Q B P x B 

18 Kt X 0, P, and has the Letter game. 

In the third place, 

13 Kt P x R P 

1 4 Q, Kt x P 14 If Black take B, you retake 

with Q,. If he play QBKB fourth, you attack Q, with 
Q, B. 

Q P one 

15 B attacks Q, 15 If Q, remove, you + with Kt. 

K B to K R third 

16 You may now + with Kt K B sixth, or take B, having in 
either case a won game. 

Variation on Move 11. 

11 K Kt P x P 

12 B x Kt (A.) 12 B x B 

13 Q X P 13 If he play K R Kt, you move 

K Kt K B second, and if he then bring K R K Kt third, 
you answer with Q, Kt K second. 

K B to Kt second 

14 Q, Kt to K second 14 If Black advance KRP two, 

you play K Kt K B second. 
Q, Kt to Q, second 

15 K Kt to K B second 15 Kt to K B third— Black's Pawn 

must presently fall. 

A. 

12 Q x P 12 QB attacks Q, 

13 Q, to K B fourth 



146 



king's gambit. 



Firstly, 

13 R to K Kt 

14 Kt to K B second 14 R to K Kt third 

15 Kt X B 15 Kt x Kt 

16 Q to K B third 16 R to K B third 

17 Q B interposes and wins ; observing, that if on the last move 
he had played Q, K B third, you would also interpose B, and he 
durst not take Q, P. 

Secondly, 

13 KBP two 

14 P X P 14 B x P 

15 Q B to Q second 15 B x Kt + 

16 B retakes B, and ought to win. 

Thirdly, 

13 Q, Kt to Q second 

14 K Kt to K B second 14 If he play Kt K B third, you 

take B with Kt ; if, again, he advance KBP two, you 
take P with P, and on his retaking with B, play QB Q, 
second. 

K R to Kt 

15 Kt x B 15 R x Kt 

16 Q to K B third 16 Kt to K B third 

17 Q B to K B fourth, &c. 

Fourthly, and lastly, 

13 K B to Kt second 

14 K Kt to K B second 14 K B P two 

15 K P advances 15 Q P advances 

16 K B to Q third 16 Q Kt to Q second 

17 Kt X doubled Pawn, &c. 

GAME III. 
Moves 1 to 7, as in Game 1. 

WHITE. BLACK. 

7 Gambit P advances (best) 

8 P attacks Q, 8 Q + 

9 K to B second (best) 9 Q, repeats + 

10 K to his third — Here he should reply with K B P 2, which 
wins the game, as proved by Silberschmidt, whose demonstration 
of this important point I give in the last game of Cochrane Gambit. 
In the present game we assume he plays the two ordinary book- 
moves. 

Firstly, 

10 Q, P one 

11 B home — The Queen appears lost; Ponziani saves her by 
the following train of moves : — 

11 Kt + 

12 P x Kt (best) 12 B + 



king's gambit. 



147 



13 K to his fourth (or Black could take Castle) 

13 QP + 

14 K x P 14 QBP + 

15 K returns to his 4 15 Q, x R 

16 B X B 16QxRP 

17 KtxKKtP 17 Q X Kt P 

18 Q X P (best) 18 Q X Q + 

19 K x 0, 19 B x P 

20 Q, B P one, having the better game ; two minor pieces being 
worth more than Rook and Pawn. 

Secondly, 

10 K B P attacks Kt 

11 Kt to Q third 11 K Kt to B 2— Against an in- 

ferior player, this Kt might be sacrificed. 

12 K Kt to B fourth 12 KB pins Kt at R 3 

13 K to Q, third 13 B x Kt 

14 B x B— If Black answer by Q P 1, you bring out Q Kt B 

3, threatening to advance Kt Q, 5, and thus recovering at 
least the Gambit P ; for should he move Q, B P one, you 
take Kt with B -f-j an( l then capture Q, P. 

14 QBP one 

15 K R P two — Stronger than taking Kt with B ; since in the 
latter case Black could subsequently advance Q, P 2, and then 
place R at K. Should Black answer your fifteenth move by push- 
ing Q, P 2, you take it with K P, and on his then checking with B, 
you retire K to B 3, since if he should subsequently capture Q, B P 
with B, vou would -j- with Q, at K. 

15 P to K B 4 

16 B x Kt + 16 K x B 

17 Q Kt to Q, second 17 P X P -\ If, instead, he ad- 

vance Q, P 2, you take it with P, and on his retaking with 
QBP, offer to draw, by perpetually attacking Q, with R. 

18 Kt x P 18 QP two 

19 Kt to Q, sixth -f- 19 K to his second or third 

20 Q, to K + 20 K to Q second 

21 Kt x B 21 R x Kt (best) 

22 Q, to K 5 — Ponziani dismisses the game here, remarking that 
you not only recover certainly the Pawn, but have a very advan- 
tageous situation. 

GAME IV. 
Moves 1 to 4, as in Game 1. 

WHITE. BLACK. 

4 K R P one (bad) (A.) 

5 Kt to K fifth 5 R to second 

6 QP two — Better than playing Q, to R 5, as he would answer 
with Q, to K 2. - 

6 QP one— If Q to K 2, you 
move Q to her 3. If he play K B K 2, you play Q,K R 5. 
l 2 



148 



KING S GAMBIT. 



7 Kt x B P 7 R X Kt 

8 B x R + 8 K retakes 

9 KRP two — If he take this P, you with Q, and then take 
P with R. 

9 B to K second — If he play 
K Kt B 3, you change Pawns, and push K Kt P one. 

10 P X P — If Black should retake with B, you may capture P 
with Q B. 

10 R P x P 

11 0- H If he retire K to B, you push K Kt P one. 

11 K to K third (suppose) 

12 Q to Kt sixth + 12 K to Q second (if) 

13 R to R eighth, and wins. Should Black vaiw his two last 
moves, you get still the best of the game. 

A. 

4 Q P one (bad) 

5 K R P two 5 K Kt P one 

6 K Kt to its fifth K Kt to R third 

7 Q, P two 7 K B P one (if) 
8QBxP 8PxKt 

9 You now get a fine attack, by retaking either with B or with 
P. I must add, that if on move 4 he play Q K 2, you push Q P 
2, courting his taking P -f- with Q, in order to play K to B 2, 
opening your Rook upon King's file. 

GAME V. 
Moves 1 to 4, as before. 

WHITE. BLACK. 

4 Kt P advances 

5 Kt to K fifth 5 K Kt to R third (inferior) 

In the first place, 

6 Kt X Kt P (bad) — Black can now get the better game by 
checking with Q, and on your interposing Kt, playing Q, P 2. 
But if 6* Kt x Kt 

7 Q x Kt 7 Q P two 

8 Q, X Gambit P 8 P X B 

9 Q to K fifth -f- 9 Q B covers 

10 Q, x R 10 Q, to R fifth + 

11 K to B 11 QtoKB fifth -f- 

12 K to Kt (if) 12 Q, x K P 
13KRP one 13 Q B to Q, fourth 

14 Q, to Kt eighth 14 K B P two 

15 Q, to K Kt third 15 K B P advances 
10 QtoKB third 10 Q to K eighth + 

17 Q, covers 17 B + 

18 K moves 18 Q mates 



king's gambit. 149 

In the second place, 

6 Q P two 6 Q P one 

7 K Kt Q third 7 P to K B sixth 

8 K Kt P one 8 K Kt Kt— If he move K B P 

2, vou take K Kt, then take K B P and play KEPI. 

9 K R P one 9 KRP two 
lOPxP lOQBxP 

11 K to B second 11 KRP one 

12 QBtoKB fourth 12 K B to K second 

13 Q, Kt to Q, second 13 P X P + 

14 Q, B x P (best) — Von Der Lasa calls this even. I prefer 
White's game. 

In the third place, 

6 Castles 6 Q, P one 

7 Kt to Q, third 7 K B to Kt second 

8 Kt x P 8 Castles 

9 Q P two 9 Q, Kt to B third 

10 Q B P one ; with even game. 

GAME VI. 

WHITE. BLACK. 

1 K P two 1 K P two 

2KBP two 2 P X P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q B fourth 4 K Kt P advances 

5 K B X P -f- (unsound) 5 K x B (best) 

6 Kt to K fifth + 6 K home (best)— If he move 

K K 3, you take Kt P with Q, + ; and should he then take 
Kt, you -f at K B 5, and advancing Q, P 2, have a won 
game. 

7QxP 7 Q to K B third (inf) (See A.) 

8 Q, to R fifth + 8 K to his second (best) 

9 Q, Kt to B third — In the next game you attack R. 

9 Q B P one 

10 QP two 10 QP one 
HQBxP HQxB 

12 K R to K B— If Black + at your K 3, you cover with Kt, 
You have a fine attack, play as he will. This mode of playing the 
Gambit deserves further analysis. 

12 Q, X R H Von Der Lasa 

gives this as his best move. If Q, K 6 + vou cover with 
Kt. 

13 K x Q. 13 QB K 3— Von Der Lasa thinks 

he may also defend himself here with K Kt R 3. 

14 Kt Kt6 + 14 P x Kt 

15 Q x R 15 K B K R third 
16QKR7+ 16B in— Von Der Lasa prefers 

Black's game ; but I do not. 



4 



150 



king's gambit. 



7 K Kt to B third (best) 

8 Q X P 8 Q P one 

9 K Kt to B third (best) 9 Q Kt to B third 

10 QP two 10 Q to K second 

11 Castles 11 Q, B Q, 2, better game. 

GAME VII. 
Motes 1 to 8, as in Game 6. 

WHITE. BLACK. 

9 Kt to K B seventh 9 Q, X Kt 

10 Q to K fifth + 10 Q covers 

11 Q, x R 11 K Kt to B third 

FIRST DEFENCE. 

12 Q Kt P one — Lolli considers this White's best. Should you 

play QP 1, Black moves Q Kt B 3, threatening K to B 2, 
and B K Kt 2. 

12 Q Kt to B third 

13 Q B to Kt second (best) 13 Q Kt to K fourth 

14 If you w ith B, he moves Q, P, and on your then bringing 
forth Q Kt, plays QBP1 ; afterwards playing Q to B 2, and B 
K Kt 2. If again you capture Kt with B, Black retakes with Q, 
and when you play Q, Kt B 3, moves Q, B P 1, and Q, K Kt 4, in 
order to move K B Kt 2. 

Q, Kt to B third (best) — If Black now move Kt, or Q, or K, 
to K B 2, you equally advance Kt to Q, 5. 

14 Q B P one (best) 

15 Castles K R 15 Q Kt to K B second (or A.) 
10 Kt (must) 16 P x Kt 

17 Q x Kt + 17 Q x 0, 

18 B x Q + 18 K x B 

19 R X P 4- 19 K to Kt 2 (suppose) 

20 Q, P two, or doubles Rooks ; but Black wins. 

A. 

15 Q Kt to Kt 3 

16 Kt 4- 16 P x Kt 

17 B x Kt 4- 17 Q x B 

18 Q x P 4- 18 Q K Kt 2, better game. 

SECOND DEFENCE. 

12 Castles (best) 12 Q P one 

13 Q, Kt B 3 (Var. B.) 13 Q B P I 

14 R x P 14 Q KtQ 2— If you now 4- with 

Kt, he x it, and then moves Q, to K B 2. If you move 
Rook to its fourth, he plays Q, to K B 2, and on your push- 
ing Q P 2, attacks Q with B. 

15 Q P two (best) 15 Q to K B second 

16 K P advances 16 P x P 



KING S GAMBIT. 



151 



17 P X P 17 B attacks Q, (bad. See C.) 

18 P X Kt 18 Kt x P 

19 R x Kt 19 B x R 

20 Q B to K Kt fifth (best) 20 B x B 

21 Q, to K fifth +, recovers piece, with best game. 

C. 

17 Kt x P (best) 

18 Q Kt P one 18 Q, Kt K Kt 3 

19 B + an d you have better game ; taking Kt with R if he 
move K K or K Q, 2. 

Var. B. {Move 13, Second Defence.) 

FIRST. 

13 Q P two 13 Q Kt to Q, second 

14 K P advances 14 P x P 

15 P x P 15 Kt X P (best) 

16 R x P 16 Q, Kt K Kt third, better game. 

SECOND. 

13 Q Kt P one 13 Q, Kt to Q, second 

14 If you play Q, Kt B 3, he moves Q, K B 2, taking Kt with Kt, 
if you +• But should you then, instead, take P with R, he moves 
Q, B P 1, before B Kt 2. 

Q B to Kt second 14 QtoKB second 

15 R x P 15 B to Kt second 

16 B x Kt + 16 Kt retakes 

17 Your game is bad, there being no better move than to take 
R P with Q. 

GAME VIII. 

WHITE. BLACK. 

1 K P two 1 Same move 

2 K B P two 2 P x P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q B fourth 4 K B to Kt second (best) 

5 K R P two (inferior)— Should Black answer with K B P 1, 
you take Kt P with Kt, and if he retake Kt, + with Q, K R 5, 
and K B 7, successively ; then taking K B with Q,, &c. 

5 K Kt P one (inferior) 

6 K Kt to Kt fifth 6 K Kt to R third 

7 Q P two 7 P to K B 3 

8 Q, B x P 

FIRST. 

8 QP one — He can get an equal 
game by playing Q, P 2, and on your taking it with K B, 
his P x Kt. 

9 Castles — You may also get the better game by Kt K 6. 

9 P X Kt (fatal) 

10 B x P 10 Q to her second 

11 Q, to her second, winning. 



152 



king's gambit. 



SECOND. 

8 P X Kt 

9BxP 9 B to K B third 

10 B x Kt 10 B x P + 

11 K to Q, second, with equal game, moving K Q 3, if his B -}-. 

GAME IX. 
Moves 1 to 5, as in Game 8. 

WHITE. BLACK. 

5 K R P one (best) 
6PXP 6PxP 
7RxPv 7BxR 

8 Kt to R second 8 Q, to K second — He may also 

move K Kt B 3. 
If you now move Q, K R 5, he may either take K P with Q -(-, 
or he may play B Kt 2 ; and should you answer the latter move by 
playing Q, Kt B 3, he moves Q, B P 1 , and if you bring K Kt B 3, 
replies with B R 3. 

9 Q P one 9 Q, B P one 

10 Q, to K R fifth 10 B to Kt second 

11 K Kt to B third 11 QP two 

12 B to Q Kt third 12 K B to R third, preserving P, 

and intending Q, Kt Q, 2, next time. 

GAME X. 
Moves 1 to 5, as in Game 8. 

" WHITE. BLACK. 

5 K R P one 

6 Q P two 6 Q P one 

7 Q, Kt to B third 7 Q B P one 

8 P X P 8 P retakes P 

9 R X R 9BxR 

10 Kt to K fifth — This move is by Greco ; its produce is a vio- 
lent but unsound attack. 

10 P X Kt (best) 

11 Q, to K R fifth 11 QtoKB third 

12 P x P 12 Q, to K Kt second 

13 P to K sixth 

FIRST DEFENCE. 

13 K Kt to B third (best) 

14 P X P -\ In answer to this, should Black play K to K B, 

you take Gambit P with Q, B, for if he capture Queen, he is check- 
mated. 14 K to his second (best) 

If he move K to Q,, you capture K Kt P with Q. 

15 Q, to K second 15 Q, B attacks Q, 

16 Q, to her third 1G Q, Kt to Q second 

17 Q to Q, fourth * 17 K Kt R 4, better game. 

SECOND DEFENCE. 

13 Q B x P (second best) 



king's gambit. 



153 



14 B x B 14 Kt attacks Q, 

15 B x K B P + 15 K to his B 

16 Q to K Kt sixth 16 Q X B 

17 Q X K Kt P 17 K Kt x K P 

18 Q x Gambit P 18 Q, X 0, 

19 QB x Q— Black wins. 

GAME XI. 
Moves 1 to 5, as in Game 8. 

WHITE. BLACK. 

5 K R P one 

6 Q P two G Q P one 

7 Q B P one 7 Q, Kt to B third 
8PxP 8PxP 

9 R x R 9BxR 

10 Q, to K second 10 Q, to K second 

11 Q, Kt to R third 11 B pins Kt 

12 QBtoQ second 12 Castles 

13 Castles 13 K Kt to B third 

14 K B to Q third 14 R to K 

15 R to K 15 K Kt to R fourth 

16 Q to K B second 16 B x Kt 

17 P X B — Black has kept the Pawn. This example is the 
opening of a game really played between De la Bourdonnais and 
M'Donnell, printed in my Chess Studies. 

GAME XII. 
3£oves 1 to 5, as in Game 8. 

WHITE. BLACK. 

5 K R P one 

6 Q P two 6 QBP one (A.) 

7 Q, to her third 7 K Kt to K second 

8 P X P (B.) 8 P x P 
9RxR 9BxR 

10 If you take P with Kt, his Queen and wins Kt. If you 
move K Kt P 1, he attacks Kt with P. 

K P advances 10 K Kt to Kt third (best) 

11 B x P + (if) 11 K retakes B 

12 QtoKB fifth + 12 K to Kt second 

13 Kt x P 13 QP one 

14 If you push K P, Black answers with QKB3, and if instead 
you -f- with Q, K B 7, he plays K to R 3. Black has the better 
game. 

A. 

6 Q, P one (best) 

7 0, B P one — If he answer with B K 3, you change Bishops, 
then take off Pawns and Rooks, and regain P by moving Q, to her 
Kt third. His best move would be Q, B P 1, which would enable 
him to keep the Gambit P, but if 



154 



king's gambit. 



7 Q B pins Kt (bad) 

8 Q, to Kt third— If he play BKR4, you take off Pawns, and 
then win a piece by capturing B with R. 

8 B x Kt (if) 
9BxP+ 9 K to B 

10 P x B, with the better situation. 

B. 

8 K P advances (stronger) 8 K Kt to its 3 (suppose) 

9 B x B P +, then on his taking B with K, -f with Q, at 
K B 5, taking Kt, &c. 

GAME XIII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 P x P 

3 K Kt to B third 3 K Kt P two 

4 KBtoQB fourth 4 K B to Kt second 

5 K R P two 5 K R P one 

6 QP two 6QP one 

7 Q B P one 7 Here Von Der Lasa prefers 

K Kt P one, on which you may frame a sort of Muzio, but 
an unsound one, by taking P with Q, B. Black has a safe 
defence now by Q, B P 1. Jaenisch prefers to all other 
moves 

Q, Kt to Q second 

8 Q, to Q, Kt third 8 Q to K second 

9 Castles 9 Q, Kt to Kt third 
lOKRPxP (if) 10 P x P 

11 Kt x P (unsound) 11 Kt x KB 

12 Q x Kt 12 Q x Kt 

13 R x P 13 Q, B to R sixth 

14 QtoQR fourth -\ If Q, X K B P +, he wins by moving 

K Q,, and if you retreat Q, K 2, he Castles. 

14 QBP one 

15 Q to Q B second 15 Q, K Kt 3, wins. 

GAME XIV. 

WHITE. BLACK. 

1 K P two 1 K P two 

2KBP two 2 P x P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q B fourth 4 K B to Kt second 

5 K R P two 5 K R P one 

6 QP two 6 QP one 

7 Q, Kt to B third 7 K Kt P one — Should rather 

move Q, B P one. 

FIRST REPLY. 

8 K Kt Kt (best) 8 K B B third 
9QBxP 9 B x P + 



king's gambit. 



155 



10 K Kt P covers 10 K B to Kt fourth 

11 Q to Q, second 11 B x B 

12 Q, x B 12 Q, to K B third 

13 K Kt to K second 13 Q X Q 

14 Kt x Q, — Even game. 

SECOND REPLY. 

8 Q, B x P — This description of Muzio is said by Von Der 
Lasa to be unsound. 8 P X Kt 

9 Q, X P 9KBxQP 

10 Castles, Q, R — You might also try K B x K B P -f , as in 
next game, under very similar circumstances. 

10 B x Kt 

11 B to K fourth 11 K R to R second 

12 Q, to K Kt third 12 K B x B 

13 Q x Kt + 13 K to K second 

14 Q, x R 14 Q, to K B 
15KRKB 15 Q B to K third 

Black for choice. 



GAME XV. 
Moves 1 to G, as in last game. 

WHITE. BLACK. 

7 Q, Kt to B third 7QBP one 

8 P x P — This game introduces a new species of Muzio 
Gambit ; the variations of which I take from the last edition of 
Allgaier. I do not think it can be sound, but it possesses great 
strength. You may also on this move advance K Kt P one, 
courting the Muzio. 8 P X P 

9RxR 9BxR 

10 K Kt P one — You may also risk K to B second, and then 
on his pushing K Kt P, play Q, K R, but it is dangerous. 

FIRST DEFENCE. 

10 P x P 

11 B x K B P + 11 K x B 

12 Kt x P + 12 K to K second 

13 Q, to K R 5, with better game. 

SECOND DEFENCE. 

10 Q to K B third 

11 P X P 11 P X P 

12 K P one 12 P X P 

13 Q, Kt to K fourth 13 Q, to K second 

14 K Kt to Kt fifth, with fine attack. 

THIRD DEFENCE. 

10 K Kt P one 

11 ft B x P — Here you form a Muzio. 

11 P X Kt 

12 Q, X P 



156 



king's gambit. 



FIRST REPLY. 

12 K Kt to B 3— If he play 
Q, K B 3, you Castle or push K P. 

13 P x P 

14 Kt to Q, 4 
. 15 Q, B to K third 

16 B to K Kt secoud 

17 Q, to her second 

18 B x K P 



13 K P one 

14 P x P 

15 Castles 

16 QtoKR fifth 

17 Q B to Kt fifth 

18 Q, Kt to K fourth 

19 B to K B sixth, will win. 

SECOND REPLY. 

12 Q, to K second 

13 B x Q P 13 Q x B— If he move Q, K Kt 4, 

you Mate in two moves. 

14 Q x K B P + 14 K to Q 

15 Q x Kt + 15 K to B second 

16 Q, x K B 16 Q x P + 

17 K to Q, 2, with a good game. 



13 B x K B P + 

14 B to K fifth + 

15 B x B 

16 Castles 

17 RtoKB 

18 B x Kt 

19 K P one 

20 Q, Kt K 4, and wins. 



14 K B x Kt 

15 QtoKR fifth 

16 Q to K eighth + 

17 Q to K Kt sixth + 

18 Castles 

19 Q, x Q,P 

20 Q, to Q eighth + 

21 Q, to K Kt fifth + 

22 Q X Q + 

23 RQ eighth, wins. 



THIRD REPLY. 

12 K B x P 

13 K X B (or A.) 

14 Kt covers 

15 QBtoK third 

16 Q, Kt to Q, second 

17 QBP one 

18 Kt x Kt 

19 Q P X P 

A. 

13 K to B 

14 K x B 

15 Q, to K B third 

16 Q, covers 

17 B covers 

18 Q, to K B second 

19 Q B to Kt fifth 

20 B covers 

21 Q, covers 

22 K X Q 

GAME XVI. 



1 to 4, as before. 

WHITE. BLACK. 

5 Castles (best)— If, in reply, Black attack Kt with Kt P, you 
play Q, B P one, giving up Kt, and resolving the debut into a 
species of Muzio. 5 Q, P one 

6 Q, P two 6 KRP one — His best move is 

K Kt K 2, or Q, Kt Q 2. 



king's gambit. 



157 



7 Q, B P one — To move K Kt P 1 were unsound, as he answers 
K Kt P 1, and the Muzio would be unfavourable for you. 

7 Q, B P one 

8 K Kt P one (best) 

FIRST REPLY. 

8 P X P 

9KBxP+ 9KxB 

10 Kt to K 5 -j Should he move K K 2, you + with R, 

and then, on his going home, move Q, K R 5. 

10 K to his third (if) 

11 Q, K Kt 4 + 11 K to his second 

12 R + 12 K home 

13 Q, to K R fifth 13 P x P + 

14 K to corner — Should Black here take Kt, or bring K Kt to 
B 3, you Mate in two moves. Suppose 

14 Q, B to K third 

15 Mates in three moves. 

SECOND REPLY. 

8 K Kt P one 

9 Q, B x P — You now form the Muzio, under highly favour- 
able circumstances. 

9 P X Kt 

lOQxP 10 Q to K B 3 (best)— If he play 

K Kt B 3, you take Q, P with B, and on his retaking 
with Q,, advance K P. If he move, instead, Q B K 3, you 
change Bishops, and take Q P with B, and should he then 
move QQ2, your Q K R 5 +. 

1 1 At this stage Von Der Lasa plays Q, K R 5, and on his 
responding Q, K Kt 3, changes Queens, and X Q,P with B, con- 
sidering the party equal. In a game I had the honour to win of 
Mr. Cochrane (Chess Studies, No. 860), I continued thus : — 

Q, Kt to Q, second 11 Q, B to K third 

12 Q P one 12 Q, B to Q second 

13 K P one 13 P x P 

14 Q Kt to K fourth 14 Q, to K Kt third 
15PxQ,BP 15QBxP 

16 B x K P, with the better game. 

GAME XVII. 
Moves 1 to 4, as before. 

WHITE. BLACK. 

5 Castles (best) 5 Q P one 

6 Q, B P one 6 K R P one 

7 Q P two 7 Q, Kt Q, second 

8 K Kt P one 8 Q Kt to Kt third 

9 K B to Kt third 9 K Kt P one 

10 QB x P 10 P x Kt 

11 Q X P 11 Q B to K third 

12 B x B 12 P x B 



158 



king's GAMBIT. 



13 Q + 13 K to Q second 

14 B to K third 14 K Kt to B third 

15 Q, to K Kt sixth 15 K R to Kt 

16 K P one 16 Q to K 

17 0, X 0, + 17 Kt x Q 

18 R + 18 KQ B third 

19 Q Kt to R third 19 P X P 

20 P X P 20 K R to K B 

21 Q R to K B 21 R x R 

22 R x R 22 Q Kt to Q, fourth 

Black will win. This game is from Jaenisch, who gives it as 
a model of defence ; but 1 think the attack could be strengthened. 

GAME XVIII. 

BLACK EVADES THE GAMBIT. 
WHITE.- BLACK. 

1 K P two 1 K P two 

2 K B P two 2 Q P two— At this point many 

moves present themselves for evading the Gambit, of which 
I shall only notice in detail the two most in vogue. If he 
move Q, P 1, you play K Kt B 3 ; and then if he pins Kt, 
you move KBQB4. He has a safe defence in Q K B 3, 
to which your best response is Q, P 1 ; indeed, this move 
Q, K B 3 for Black is better than Q K R 5 +, on which 
you play K Kt P 1, and if he retreat Q, K B 3, your 
K B P x P, afterwards moving K B Kt 2, if he retake 
with Queen. If he play at move 2, K Kt B 3, you answer 
Q, Kt B 3, and get the better game. Jaenisch considers 
there is no satisfactory way of evading the Gambit. I am 
at issue with him on the point. 

3 K P x P— May also play Q to K B third. 

FIRST DEFENCE. 

3 K P x K B P (best) 

4 K Kt to B third — You may also move B Kt 5 +, an d on 
his replying Q B Q, 2, play Q K 2 +, bringing out then, if his Q, 
cover, Q Kt B 3. 4 Q X P (A.) 

5 Q, P two — You may also play Q, Kt B 3. 

5 Q, to K fifth -I- —Von Der 
Lasa plays here K Kt P 2, and makes it an even game. 

6 K to B second (best) 6 B to K second 

7 K B to Q, third 7 Q to her B third 
8QBxP 8 Q B to K third 

9 Q, to K second 9 Q, to her second 

10 Q, B P two 10 Q, B P one 

11 Q, Kt to B third 11 K Kt to B third 

12 K R P one 12 Castles— Even. 

A. 

4 K Kt to B third 
5 K B to Q, B fourth 5 K B to Q third 



king's gambit. 



159 



6 Castles 6 Castles 

7 Q P two 7 0, B P one 

8 Q, Kt to B third 8 Q, B to Kt fifth 

9 Q, Q, 3, with better game. 

SECOND DEFENCE. 

3 Q, X P 

4 Q, Kt to B third 4 Q, to K 3 

5 K Kt to B third 5 P x P H If he advance 

K P, you move Kt K 5. 

6 K to B second — Threatening + B, and R to K. 

black's first reply. 

6 QBP one (best) 

7 K B to K second (B.) 7 K Kt to B third 

8 R to K, and the game is even. 

B. 

7 Q P two (best) 7 K B to Q third 

K KBtoQ third 8 K Kt to K second 

9 KRK, with better game. 

black's second reply. 

6 B + (bad) 

7 Q, P two 7 B to Q, Kt third — He should 

rather move B to K second. 
8KB +, and whether he move K, or play Q, B P 1, you seat 
R at K. 

black's third reply. 

6 Q to her Kt third + (safe) 

7 Q P two 7 K Kt to B third 

8 B + 8 P covers 

9 R + 9KB covers 

10 K B to Q B fourth 10 Q, to Q, B second 

The position is slightly in your favour. 

GAME XIX. 

BLACK EVADES THE GAMBIT. 
WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 KBtoQB fourth (best) 

3 K Kt to B third 3 Q P one 

4 Q, B P one — Should Black answer with Q, to K 2, you push 
Q, P 2, not regarding his taking K P with Q,, or chg with B, after 
changing Pawns, as you would retire to K B 2. 

4 Q, B to Kt fifth 

5 P x P — You may also form a strong but dangerous game 
by playing Q, P 2, now, retaking Q, B with K Kt P, if Q, B x Kt, 
prepared to play K K 2 if his Q, +. 

FIRST DEFENCE. 

5 P retakes P 

6 K B to Q, B fourth — He should now take Kt, and on your 



160 



king's rook's pawn's gambit. 



retaking with Q,, bring out K Kt B 3, and the game would be 
equal. If he play, instead, Q, Kt Q, 2, you advance Q, P 2. 
Should he move K Kt B 3 now, you at once take K B P +. 

SECOND DEFENCE. 

5 B x Kt (inferior) 

6 Q X B 6PxP 

7 Q, to K Kt third 7 Q to K B third 

8 K B to Q, B fourth— White is to be preferred. 

Note. — I dismiss this chapter with but one brief remark. 
Against anyone of the different modes of attack herein laid down, 
I consider that Black will get the better game, and ought, there- 
fore, to accept the Gambit. 

CHAPTER XI. 

KING'S ROOK'S PAWN'S GAMBIT. 

This variation of the Gambit is hardly played as much as it 
deserves. The first player acquires a good position, and gives 
up no piece in sacrifice, though his game may be defined as lost 
by its nature. 

GAME I. 

WHITE. BLACK. 

1 K P 2 1 K P 2 

2 K B P two 2 P x P 

3 KRP 2 — Your design is not only to prevent Queen from 
checking, but to impede Black's supporting Gamb. P, by K Kt P 2. 

3 K B to K second (best) 

4 K Kt to B third 4 Q P one 

5 Q P 2— If he answer K Kt P 2, you take with R P, and on 
his re-capturing with B, you get a fine game by K Kt P 1. 

5 QB pins Kt (best) 

6 If you move Q, Kt Q, 2, he plays K Kt B third, in order to 
proceed to R 4 ; and then may castle. 

QBxP 6BxRP+ 

7 If you take B with R, he X Kt, as his best. 

K Kt P one 7 K B to Kt fourth 

8BxB 8 B x Kt 

9QxB 9Q,xB 
10 Q, Kt to B third — White has an attacking position. At 
move 8, you might also play out K B. 

GAME II. 
Moves 1 to 3, as before. 

WHITE. BLACK. 

4 Q, to K Kt fourth 4 K Kt to B third (or A.) 

FIRST. 

Q X K Kt P (bad) 5 R attacks Q 

6 QtoR sixth (must) 6 K B to Q third (best) 

7 K R P one 7 R to K Kt fifth 



king's knight's gambit. 



8 K P advances (best) 8 K B x P (best)— Black may 

be said to have a winning game, from the restricted posi- 
tion of your Queen. Should you attack R with B, he may 
push Gambit P. He still threatens to win Queen, by play- 
ing B to Q 3, and then to its own sq. 

SECOND. 

5 Q, X Gamb. P (best) 5 Castles 

6 Q P one 6 Q P two 

7 K P attacks Kt 7 Kt to R fourth 

8 Q, to K B second 8 K B P one 

Black has the better game. 
A. 









4 Q P two (best) 


5 


Q 


X Gamb. P 


5 P X P 


G 


Q, 


X KP 


6 K Kt B third 


7 


0, 


to K B third 


7 Castles 


8 


K 


B to Q, B fourth 


8 Q, B to Kt fifth 


9 


Q 


X QKtP 


9 QtoQ third 


10 


Q 


to Q, Kt third— If Q, X R, he wins by Q, Kt B 3. 








10 Q Kt to B third. 



Black ought to win. 

CHAPTER XII. 

KING'S KNIGHT'S GAMBIT. 

That Variation of the King's Gambit in which White advances 
Book's Pawn before bringing out Bishop, and carries Kt on being 
attacked by K Kt P, to K 5, I class as the King's Knight's Gam- 
bit, in order to break the subject into a certain number of heads, 
for the sake of explanation. This mode of playing the Gambit is 
not quite so strong for White, as those games which follow your 
bringing out King's Bishop as in the regular King's Gambit. 
The King's Knight's Gambit, and the Allgaier Gambit, spring 
from the same opening. Both are by their nature lost games for 
White. 

GAME I. 
WHITE. black. 

1 K P two 1 K P two 

2 K B P two 2PxP 

3 K Kt to B third 3 K Kt P two 

4 K R P two 4 K Kt P advances (best) — 

The move K B P one is too puerile to dwell upon. Your 
response thereto is Kt X P. 

5 K Kt to K fifth — When the Kt at this point is played to its 
fifth, the game becomes the Allgaier Gambit. 

5 K R P two (best) 
In the first place, 

6 K B to Q, B fourth (best) 6 K R to its second (best) ; but 

may also risk K Kt R 3. 

M 



162 



KING'S KNIGHT'S GAMBIT. 



7 Q P two 7 Q, P one (inferior) — See 

Game 3. 

8 Kt to Q third 8 Gambit P on 

9 You should push K Kt P, as in next game. If you attack 
Q, with B, he x P with Gamb. P, and on your playing R to Kt, 
moves K B to K 2. 

PxP 9KB to K second 

10 If you take P, he retakes with Q, B, attacking Q,, and then 
X R P +• 

Q B to K Kt fifth 10 B x B 

11 P X B 11 Q x P— Black keeps Pawn. 

If you advance K B P, he retires Q K Kt 2 ; and if, in- 
stead, you take P, he retakes with either Q, or B. If you 
play Q, Q, 2, he changes Queens. 

In the second place, 

6 Q P two (inferior) 6 Q, to K B third (inferior), but 

given as best by Lolli, Del Rio, &c. (A.) 

FIRST. 

7 If you move Q, Kt B 3, he plays QBP1. 
Q B P one 7 Q P one 

8 Kt to Q, third 8 K B to R third 

9 Q, to K second — If, on this, or next move, you advance K P, 
he x P. 9 K Kt to K second 

10 Q, to K B second 10 K Kt to Kt third 

Black keeps the Pawn. 

SECOND. 

7 K B to Q B fourth 7 K Kt to R third 

8 Q, B P one — It is upon this move, the flaw in Lolli's play of 
Q, K B 3 is developed. White should, instead, bring Q, Kt to B 3, 
and would have a winning game. 

8 K B to Q, third (best) 

9 K Kt to Q, third 9 Gambit P advances— Now, if 

you advance K P, he X Kt P with P. If you take P with 
P, he -f- with B, and then x K R P, which was overlooked 
by Salvio, who directs Black to plav Q, P 1 at move 8. 

10 Q B attacks Q, (if) 10 P X Kt P 

11 R to Kt 11 Bishop -f 

12 K to Q second 12 Q, to K B sixth 

Del Rio dismisses the game, as won for Black. Lolli dissents, 
and proposes, 

13 Q, to K second 13 If Black take Q,, he gets, it is 

granted, a bad game ; but he introduces a move first 
noticed in the Traite des Amateurs. 

K B P one 

14 B X Kt 14 R x B 

15 R X P 15QxQ + 

16 K X Q 16 B x P, and wins. 



king's knight's gambit. 



163. 



A. 

6 Q P one (best) 

7 Kt to Q, third 7 Gambit P advances, and 

should you take P with P, plays B to K 2, with the better 
game. 

GAME II. 
Moves 1 to 5, as in Game 1. 

WHITE. BLACK. 

6 K B to Q, B fourth 6 KRtoR second 

7 Q, P two — Here you may get a fine attack, though radically 
unsound, by giving up B and Kt for K B P and R ; after- 
wards moving Q, P 2, and if he reply K B R 3, taking Gamb. P at 
once ; pinning B if he retakes. 

7 Q P one (inferior) 

8 Kt Q, third 8 P to K B sixth (best) 

9 K Kt P one (best) — On this point I have been favoured with 
numerous variations by Kieseritzkij, who considers White now to 
have the better game. Of these I proceed to give an outline ; 
confessing that to me they are not perfectly satisfactory ; though, 
with Von Der Lasa, I think the game now even. 

FIRST METHOD. 

9 K Kt to K second (best) 

10 K Kt to B fourth 10 Here Von Der Lasa plays 

Q, Kt Q, 2, and dismisses the game as even. Kieseritzkij 
gives K Kt to Kt third 

11 K to B second 11 Q, Kt to Q, second 

12 Q, Kt to B third 12 Q, Kt to K B third 

13 Q, to her third, with fine game. 

SECOND METHOD. 

9 K Kt to B third 

10 Q Kt to B third 10 Q, Kt to B third 

11 K Kt to B fourth 11 Q, Kt to K second 

12 K to B second 12 Q, B P one 

13 K P one 13 P x P 

14 P X P 14 Q x Q 

15 R x Q, 15 K Kt to Q second 

16 Q, Kt to K fourth, with the better game. 

THIRD METHOD. 

9 K Kt to R third 

10 K Kt to B fourth 10 K B P two 

11 Q, Kt to B third 11 P x P 

12 Q, Kt x P 12 Q B to K B fourth 

13 Q, Kt to Kt fifth, with the better game. 

FOURTH METHOD. 

9 K R KR 
m 2 



164 



king's knight's gambit. 



10 Q, Kt to B third 10 K B to Kt second 

11 K Kt to B fourth 11 K Kt to K second 

12 K to B second 12 K to K B 

13 KRtoK 13 QBP one 

14 QRP two 14 Q, R P one 

15 Q Kt P two 15 Q, Kt P two 

16 K B to Q, Kt 3, with good game. In this, as in other posi- 
tions arising from Kieseritzkij's mode of play, Black should aim 
a + sacrificing a piece for the two Pawns, K R P and K Kt P. 

fifth method. 

9 If he play Q, B P 1, you move 
K Kt B 4, and on his then advancing Q, Kt P 2, play 
K B Q, 3. If he advance Q B P 2, you answer Q B P 1. 

Q Kt to B third— If he play, 
instead, Q, Kt Q 2, you move K Kt B 4, and if he continue 
Q Kt Kt 3, you reply KBQ3. 

10 Q, B to K third 10 K Kt to K second 

11 K Kt to B fourth 11 K Kt to Kt third 

12 Q, Kt to B third 12 Kt x Kt 

13 B x Kt 13 Q, Kt to K second 

14 K to B second 14 Kt to Kt third 

15 Q, to Q, second 15 Kt X Kt 

16 P x Kt 16 K B to K second 

17 K to Kt third, with better game. 

SIXTH METHOD. 

9 If he play Q B K 3, you push 
Q, P, and on his replying Q, B Q, 2, advance K P. If he 
move Q K 2, you play K K B 2. 

QKB third 

10 K Kt to B fourth 10 K Kt to K second 

11 Q, Kt to B third 11 Q, B P one 

12 K P one 12 Q, P X P 

13 Q, Kt to K fourth 13 Q, to K Kt second 

14 Kt Q, 6 -{-, with better game. 

SEVENTH METHOD. 

9 K B to R third— If he move 
K B K 2, you play K K B 2. If he move K B K Kt 2, you 
answer Q, B K 3, and should he then play Q, Kt B 3, reply 
with K B Q, Kt 5. 



10 


K Kt to B fourth 


10 B x Kt 


11 


B x B 


11 K Kt to K second 


12 


K to B second 


12 K Kt to Kt third 


13 


Q, to Q, second 


13 Kt x B 


14 


P X Kt 


14 K B P two 


15 


K P advances 


15 P X P 


16 


K B P x P — White's game for choice. 



king's knight's gambit. 



165 



GAME III. 
Motes 1 to 5, as in Game 1. 

WHITE. BLACK. 

6 K B to Q, B fourth 6 KRtoR second 

7 Q, P two 7 P K B 6 (best), as suggested 

by Von Der Lasa. Here, if he moves instead K B K 2, 
you take P with Q, B, and if his B x R P +, cover with 
Kt P. Should he then move B K Kt 4, or B K 2, you take 
R P with R. 

8 K Kt P one (best) — If you X P, he moves Q, P one, and 
then KBK2. 8 Q Kt to B third 

In the first place, 

9 Kt x Kt 9 Q, P X Kt (best) 

10 Q, B to K B fourth 10 Q to K second 

11 Q Kt to B third 11 Q, B to K third 

12 Q, P advances 12 Castles Q, R, better game. 

In the second place, 
9 Kt to K Kt sixth 9 K B to Kt second 

10 K P 1 (A.) (B.) 10 Q P two 

11 KBtoQ third 11 K B P two 

12 K P x P en pass. 12 K B x P 

13 Q B P one 13 K Kt K 2, better game. 

A. 

10 Q B to Kt fifth 10 K B to K B third 

11 Q to Q, second 11 B x B 

12 P x B 12 P x Kt 

13 B x K Kt 13 R K Kt 2, better game. 

B. 

10 Q, B P one 10 K Kt to B third 

11 Q B to Kt fifth 11 P x Kt 

12 K P advances 12 QP two 

13 K B Q 3— If P X Kt, he replies K B x P, and if then Q B 
X B, he retakes with Q, ; checking with R, should your K B then 
X P. 13 Q B to K B fourth 

14 B x B 14 P x B 

15 Q to Q, third 15 Q to Q, second 

16 P x Kt 16 K B K R, better game. 

GAME IV. 
Moves 1 to 5, as before. 

WHITE. BLACK. 

5 Q, to K second (inferior) 

FIRST MODE OF PLAY. 

6 Kt x Kt P 6 K B P two (best) 

7 K Kt to B second 7 P x P 



166 



KING S KNIGHT S GAMBIT. 



8 Here the best move is indisputably Q, K Kt 4, recovering 
P with an equal game ; a move all authors have overlooked. 
They all agree in playing thus : — 

Q + 8 K to Q, 

9 Q, to K B fifth 9 K P advances— He may also 

bring out K Kt, and on your taking Gambit P with Q,, push 
Q P 2. 

10 If you take P with P, he retakes with P, and on your moving 
Kt to Kt 4, places K Kt R 3 ; you then take Kt, and he retakes 
with B. 

K Kt to Kt fourth 10 P x P + 

11 K X P 11 QP one 

12 Q x Gambit P 12 K R P two 

13 Kt to K third 13 KBtoR third 

14 Q to K B second 14 K Kt to B third— If you now 

move K B Q, 3, he answers with R to K, or K Kt Kt 5. 

15 K to Q 15 Kt to Kt fifth 

16 Kt x Kt 16 B x Kt + 

17 KB covers 17 KB x Q, B (best) 

Black ought to win. 

SECOND MODE OF PLAY. 

6 Q P two (best) 6 K B P two (A.) 

7 Q, B x P — Your best move is K B Q, B 4, on which he 
replies K Kt B 3, and you castle or play Q, Kt B 3, with better 
game. 7 Q. P one 

8 B attacks Q, 8 Kt covers 

9 Q, Kt to B third — If Black take Kt, you win by advancing 
this Kt to Q 5. 

9 Q, B P one 

10 B x Kt lOQxB 

11 K Kt to Q B fourth 11 Q, Kt P 2, and on Kt retreat- 

ing to K 3, moves Q, Kt P one, with better game. 



6 Q P one (best) 

7 Kt X Kt P 7 K B P two (best) 

8 K Kt to B second 8 P X P (B.) 

9 Q+ 9 K to Q, 

10 Q, B x P 10 K Kt to B third 

11 Q, to K second 11 K R P two 

12 Q, B P two 12 QBP one 

The position is a trifle in favour of Black. 

B. 

8 K Kt to B third 
9QBxP 9PxP 

10 K B to K second 10 Q P one 

11 B K R 5 + 11 K to Q— Even. 



king's knight's gambit. 



167 



GAME V. 
Moves 1 to 5, as before. 

WHITE. BLACK. 

5 K B to K second (inferior) 

FIRST MODE OF PLAY. 

6 K Kt x Kt P 6BxRP + 

7 Kt to K B second 7 QP one 

8 Q, P two 8 Q to K Kt fourth 

9 QtoKB third 9 K B to Kt sixth 

Black has better game. 

SECOND MODE OF PLAY. 

6 Q x P 6 Q P one 

7 Q, to Kt seventh 7 P X Kt 
8QxR 8BxP + 
9 K to Q, 9QB + 

10 B covers 10 B x B + (or A.) 

11 K x B 11 Q, to K Kt fourth 

FIRST DEFENCE. 

12 K R to Kt 12 Q, Kt to B third 

13 Q, x K R P (if ) 13 Kt + 

14 K to Q third 14 Mates in six moves 

SECOND DEFENCE. 

12 R X B 12 Q x Kt P H If you move 

King home, he pushes Gambit P. 

13 K to Q, third 13 Q Kt to B third— If you move 

Q, Kt B third, you will lose Queen, or be mated, in ten 
moves. 

14 Q X K R P (if) 14 Castles + 

15 KtoQB third 15 Q to Kt eighth 

16 Q P one 16 Q x B 

17 K R attacks Q, 17 Mates in six moves 

THIRD DEFENCE. 

12 K to B (best) 12 P to K B sixth 

13 P x P 13 Q to K Kt sixth 
14RxB 14QxP + 

15 K to K 15 Q to K Kt sixth + 

16 K to K second 16 Q Kt to B third— To repeat + 

with Q, is puerile, producing no result if properly answered. 
The game is even. 

17 Q B Pone 17 Castles 

18 Q x K R P 18 Q, to Kt seventh + 

19 K to Q — Black draws, as best, by perpetual +. These moves 
form a game played by Mr. Cochrane with me. See Chess Studies, 
No. 883. 



168 



ALLGAIER GAMBIT. 



A. 

10 Q, K Kt fourth (best) 

FIRST REPLi'. 

11 K B to B third 11 B x B 

12 P x B 12 Q, to K Kt seventh 

13 Q, x K P + 13 K to B 

14 Q, to Q, B fifth + 14 K Kt in, better game. 

SECOND REPLY. 

11 Q, Kt to B third 11 Q, Kt to B third 
12RxB 12 B x B + 

13 Kt x B 13 Q, x Kt P 

14 Q P one 14 P to K B sixth 

15 Kt to Q, B third 15 P K B 7— Better game. 

THIRD REPLY. 

HRxB 11 B x B + 

12 K x B 12 Q, X Kt P + 

13 K to Q, third 13 Q Kt to B third 

14 Whether you now move Q, B P 1, or take KRP with Q, he 
castles, +, and has the better game. 



CHAPTER XIII. 
ALLGAIER GAMBIT. 
This opening takes its name from Allgaier, a German player, by 
whom it was much practised, and who gives it in his Treatise on 
Chess. The Allgaier Gambit springs from the King's Knight's 
Gambit, and turns on sacrificing the Knight in a particular man- 
ner for a couple of Pawns. The first player acquires an open 
position, and a very small error were sufficient to give him the 
victory. If, however, the correct moves be opposed to the attack, 
it speedily breaks up. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K B P two 2 P X P 

3 K Kt to B third 3 K Kt P two 

4 K R P two 4 If he defend Pawn with K B P, 

you take Pawn with Knight ; and if he take Knight, you 
win by chg with Queen, as in the present game. To take 
R P is evidently bad. 

K Kt P advances 

5 Kt to Kt fifth — This move constitutes the Allgaier Gambit ; 
the Kt being played here purposely to be sacrificed, if attacked by 
either Pawn. 5 K B P one (bad) 

6 Q x P 



ALLGAIER GAMBIT. 



169 



In the first place, 
6 P x Kt 

7 Q to R fifth + 7 K moves 

8 Q, x Kt P + 8K home— If he interpose Kt, 

you push King's Pawn. 

9 QtoKR fifth + 9 K moves 

10 Q to K fifth + 10 K moves 

11 K B + 11 Q, P two— If K move to Kt 3, 

you mate in four moves. 

12 B x P + 12 QB covers— If he had moved 

K to Kt 3, you would mate in four moves. 

13 Q x B + 13 K moves 

14 QtoKB seventh -f- 14 K moves 

15 Q x B P + 15 K to Kt second or third 

16 Gives checkmate in three moves. 

In the second place, 

6 K R P two 

7 QtoKB fifth 7 P X Kt 

8 Q, to Kt sixth + 8 K moves 

9 Q, X P + 9 K home 

10 Q to K fifth + 10 Q to K second 

HQXR 11QXKP + 

12 K B to K second 12 Q x K Kt P 

13 Q, X P + and wins. 

GAME II. 
Moves 1 to 5, as in Game 1. 

WHITE. BLACK. 

5 K R P two — The objection to 
this move is, that it suffers the Knight to keep his position ; 
and it will be seen that he cannot be forced with safety 
by K B P. 

6 K B to Q B fourth 6 K Kt to R third 

7 0, P two 7 P attacks Kt (if ) 
8QBXP 8PxKt 

9 P X P (best) 9 Kt to K B second— If he play 

Kt home, you move Q, B K 5, and if he then take P with Q,, 
you take R ; moving K K B, if his Q, K 6 +. 

10 P attacks Kt 

FIRST DEFENCE. 

10 Kt to Kt fourth— If he went to 
R 3, you attack R with B. 

11 Q, to Q, second — Might also attack R with B. 

11 Kt X K P— If he move K B 
R 3, you win by P K Kt 7- 

12 K B + 12 K to K second 

13 Q, B + 13 Kt interposes 

14 Q, to K third + 14 K to Q, third 



170 



ALLGAIER GAMBIT. 



15 Q, B P two (best) — Here, Allgaier plays Q, K 5 -}-,and forces 
Q, by B x Kt. 15 QBP two (best) 

16 White mates at most in five moves 

SECOND DEFENCE. 

10 Kt to Q third (best) 

11 B X Kt — If he retakes with B, you win by F Kt seventh. 

IIP retakes B 

12 B + 12K moves 

13 Q, Kt to B third (inf) (A.) 13 QtoQR fourth 

14 Q, to her second 14 K to Q, (bad)— He shouldmove 

K BR3, as suggested by Von Der Lasa. 

15 Q to K B second 15 B to K Kt second 

16 Q, to R fourth + 10 K moves 

17 Castles Q R 17 Q, Kt to B third 

18 Q, Kt to Q fifth + 18 K to Kt 

19 Q, to Kt third — If Black then play K B home, you win by 
K Kt P to seventh. His best move is Q, R P 1, but I prefer 
White's game. 

A. 

13 Castles (best) 13 Q, to Q, R fourth 

14 K B to Q fifth 14 K to K 

15 QQB 15 K to Q, 

16 Q to K Kt fifth + 16 B covers 

1 7 K Kt P advances, and wins. 



GAME III. 
Motes 1 to 5, as before. 

WHITE. BLACK. 

5 Q, P two — Ponziani's defence, 
but inferior. Black renounces the winning of the Knight, 
and aims at defending himself by opening the position, so 
as to facilitate the bringing forth his pieces. 

6 P x P (best) 6 Q, X P (best. See Var.) 

FIRST MODE OF PLAY. 

7 0, P two 7 Q, Kt to B third 

8 Q, Kt to B third 8KB pins Q Kt 

9 Q B to Q, second 9 B x Kt 

10 B x B 10 K Kt to K second— The Black 

have the better game. 

SECOND MODE OF PLAY. 

7 Q, Kt B 3— Preferred by Von Der Lasa. 

7 QtoK fourth + 

8 Q, covers 8 K B P one 

9 Q X 0, + 9 P x Q, 

10 K B to Q B fourth 10 K Kt to R third 



ALLGAIER GAMBIT. 



171 



11 QPtwo 11 P x P— Von Der Lasa offers 

no other move. Black might support P with K B. 

12 Kt to Q, Kt fifth 12 Q, Kt to R third 
13QBxP 13KB + 

14 P covers 14 P X P 

15PxP 15KBQR4 

16 Castles Q, R, with better game. 

Variation on Move 6. 

6 K Kt to B third (inferior) 

7 Q, Kt to B third 7 Kt x P 

8 Q, to K second -j Stronger than taking Kt. If he inter- 
pose K B, you move Q, K fifth. 

8 Kt to K second (A.) 

9 Q to K fifth 9 R to Kt 

10 K B to Q, B fourth 10 R to Kt second 

11 Q, Kt to Q, fifth, and White ought to win. 

A. 

8 Q, B covers 

9 Kt x B 9 If he take Kt with Kt, you -f- 

with Kt Kt seventh, then take Kt P with Q,, chg, and 
finally capture Kt with Q, P. 

P X Kt 

10 Q, X K Kt P — White has a splendid position, through Black's 
King being so open to attack, and his Pawns so straggling. On 
move 7, Black might also advance K R P I, or play KM second ; 
but White would not be wanting in resource. 

GAME IV. 
Moves 1 to 5, as in the former games. 

WHITE. BLACK. 

5 K R P one (best) 

6 Kt x B P 6 K x Kt 

7 Q X P (or B.) 7 Q to K B third — Inferior 

though safe. See next Game. ~ 

FIRST METHOD OF ATTACK. 



8 B + (inferior) 

9 Q, Kt to B third— If B x 

10 a P one 

11 QtoKB third 

12 QB x P 

13 Q to K third 



8 K to his second 
Kt, he plays K R P 1 . 

9 Q B P one 

10 K R P attacks Q, 

11 Q P one 

12 QB attacks Q 

13 K B to R third, better game. 



SECOND MODE OF ATTACK. 

8 Q P two (best) 8 Q x 0, P (best) 

9QxBP+ 9Q covers (best. See A.) 



172 



ALLGAIER GAMBIT. 



10 Q to K Kt fourth 10 Q, to K Kt third (if ) 

11 B + 11 K to Kt second 

12 Q, to K B third 

In the first place, 

12 K Kt to B third (best) 

13 Q Kt to B third 13 K B to Q, Kt fifth 

14 Q, B to Q, second 14 Q, P one, better game. 

In the second place, 

12 Q to K B third 

13 Q, to K Kt third + 13 Q to K Kt third 

14 Q, to Q, B third + 14 Q covers 

15 K P one 15 Q to Q Kt third 

16 K P one + 16 Kt covers 

17 Q, to K Kt third, + and wins. 

A. 

9 K Kt in 

10 Q Kt to B third 10 KB attacks Q Kt 

11 K B to Q third 11 B x Kt -\ Rather QP1. 

12 P X B 12 Q retakes P + 

13 K to his second 13 Q, X R 

14 K P advances 14 Q, X Q R P 

15 White forces mate in four moves. 

B. 

7 B -\ 1 do not find this move noticed in any previous work, 

and therefore presume it is inferior to Q, X P, but still it gives 
considerable attack. 7 Q P 2 (best) 

8 B x P + 8 K K Kt second 

9 Q P two 9 P K B 6 (best) 

10 P x P — If you advance K Kt P, you lock up the attack. 

10 K B K 2, wins. 

GAME V. 
Moves 1 to 5, as before. 

WHITE. BLACK. 

5 K R P one (best) 
6 Kt x K B P 6 K x Kt 

7QxP 7 K Kt to B third (best) 

8 Q, X Gambit P— If you -f- with B he moves Q, P, and if 
then your B X P + 3 he retakes B with Q,. 

8 KBtoQ third (best) 

9 B -\ If you move K P 1 , he x it at once with B. (See 

also A.) 9 K to Kt second (best) 

FIRST RETREAT OF Q. 

10 Q, to K B third 10 Q, Kt to B third 

11 Q B P one J 1 Q, Kt to K fourth 



MUZIO GAMBIT. 



173 



12 Q to K Kt third + 12 Q Kt to K Kt fifth 

13 Q, to K B third 13 QK2, wins. 

SECOND RETREAT OF Q,. 

10 QtoKB fifth— If you play Q K B 2, he wins by R K B. 

10 B to Kt sixth + 

11 K to K B 11 K RtoKB 

12 QtoQR fifth 12 Kt x K P + 

13 K to K second 13 Q Kt to B third 

14 Q, to Q, B third 14 QP2, wins. 

A. 

9 If you move Q, K B 2, he wins by K K Kt 2, in order to 
play K R K B. 

Q, to K B third 9 Q, Kt to B third 

10 Q, B P one 1 Q Kt to K fourth 

11 Q, to K B second— If Q, K 2, he plays equally Q Kt K Kt 5, 
in order to Q, K 2. 

11 Q Kt to K Kt fifth 

12 Q, to K B third 12 Q, to K second 

13 Q P one 13 Q K 4, wins 



CHAPTER XIV. 

MUZIO GAMBIT. 

The Muzio Gambit, springing froni King's Gambit, turns on the 
fii'st player's sacrificing a Knight in exchange for a strong position. 
My present opinion is, that the sacrifice is perfectly sound ; in- 
suring White, subsequently, at least an even game. In Sarratt's 
treatise we first find something approaching a defence to the 
Muzio, but in the one hundred pages therein devoted to this 
opening, the strongest methods of attack are overlooked. The 
same remark is applicable to that analysis of the Muzio compiled 
from Koch, Ghulam Kassim, &c. by Lewis, whose sixty-three 
pages on the subject do not include the brilliant variations added 
by M'Donnell, Von Der Lasa, and others of our own time. Could 
we castle as in Italy, with K at once to corner, the Muzio would 
be a forced won game for White. 

Why this game should be called the Muzio Gambit, I am at a 
loss to tell. Salvio, in whose treatise we find the earliest mention 
of it, says, that it was indeed first shown to him by Signor Muzio, 
but that it had previously originated with Don Geronimo Cascio, 
playing casually with another player. Cascio is spoken of, both by 
Carrera and Salvio, as having been highly skilled in Chess ; while 
we learn from the same authority, that Muzio was but a third-rate 
player. Sarratt, in his miserably-abridged translation of Salvio, 
makes the latter say that this Gambit was invented by Sig. Muzio, 
" who commonly won it of his adversary Don Geronimo Cascio !" 
Salvio's words are as follows : — 



174 



MCZIO GAMBIT. 



"Dird un' altro raodo di Gatabitto, il quale mai fu pensato, e 
perquauto mi venne riferito dal Signor Muzio, d'Alessandro, gen- 
tiluomo di molto garbo, e del giuoco molto intendente ; succede 
col Signor Don G^ronimo Cascio, cosi gran giucatoi'e, con un' altro 
giucatore casualmente." 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 P x P 

3 KKt to B third 3 K Kt P two 

4 K B to Q B fourth 4 KKtP advances 

5 Castles (best), though you may vary the attack as shown pre- 
sently. This move constitutes the Muzio Gambit. 

5 P x Kt (best) 

6 Q X P (best)— If vou plav Q P 2, he replies also Q P 2. If 
then your K B x P, or*K P x P, he moves Q B K Kt 5. 

6 Q to K B third — Sarratt has 
fairly proved this to he Black's best move. Q to K 2, or 
KBR3, were inferior, as you would push Q P 2, and get 
an irreparable attack, through fixing your Pawns in the 
centre. 

7 K P one (best) 7 Q x K P (best)— If he do not 

take, you get a winning game by advancing Q P 2. If he 
+ with Q at Kt 3, you retreat K to corner. 

8 QP one (best) 8 K B to R third (best) 

9 Q B to Q second (best) 9 K Kt to K second (best) 

10 Q, Kt to B third (best)— If yoa attack Q with B at Q B 3, 
he + with Q, and plays Pv to Kt, having a safe defence. 

10 Q B P one (best) 

11 Q, Pv to K — Sarratt now directs White to play Kt K 4, which 
is weak, Black answering QP2. 

11 Q to Q B fourth + (best) 

12 K to R 12 QP two 

13 Q to K R fifth 13 Q to Q third 

14 K B x P (best) 14 P x B (or Yar.) 

15 Kt x P 15 If Black'play Q B KKt 5, you 

take Kt with R +, and on his retaking with Q, you take 
Q, B. If he play Q, B K 3, you take Q B with R ; threat- 
ening, if he retake, to + K and Q, with Kt. If he castles, 
you take Kt with Kt +, and on his moving K to R, + 
again with B ; K B is interpose ], and after changing 
Bishops, you take Q, B with Kt, threatening, if Black re- 
take, to win R. Q, Kt to B third (best) 

16 R X Kt -| This is not so sound as playing Q, B to B 3, 

as in Game 3. 

16 Kt x R 

17 K R to K 17 If he move Q K Kt 3, you 

take Kt with R +, and then bring Q K5. If he move 



MUZ 10 GAMBIT. 



175 



K B Kt 4, you take K B, and on Black's then playing 
QBK3, you move Q, B Kt 4. 

In the first place, 

17 K B to K B (fatal) 

18 Q, B to Kt fourth (best 18 Q, to K Kt third 

19 Q to K fifth 19 If he move Q B K 3, you + 

with Kt K B 6, and on his going with K to Q,, + with 
Q, Q 6 ; then, taking B with R, yon have a won game. 

K B P one 

20 Q to Q sixth 20 K to B second— If he play Q 

to Kt 2, you take Kt with Kt. 

21 R x Kt + 21 K to Kt (best) 

22 Kt x P + 22 Q, X Kt 

23 Gives Checkmate in five moves forcedly. 

In the second place, 

17 Castles (best) 

18 If you take Kt with Kt -f-, he moves K to R ; and if you 
then play Kt Q, 5, can move Q K Kt 3, having the best of the 
game. To take Kt with R is still worse for you. 

Q, B to Q, Kt fourth (best) 18 Q, x Kt 

19 Q, X K B 19 If Black play B K 3, you take 

Kt with B, threatening to place BKB6. 

FIRST DEFENCE. 

19 Kt to K Kt third 

20 B X R 20 Kt X B 

21 R to adv K 21 Q to Q B fourth 

22 Your best play is now to force a drawn game, by X £vt with 
R, and then giving perpetual +• If you play 

Q P one 22 QBtoKB fourth 

23 If you + with Q, he interposes B. If you take R with 
R, he plays QK2; and, lastly, if you take Q,, either before or 
after chg, he x R with R, and I prefer Black. 

SECOND DEFENCE. 

19 Gambit P moves 

20 B x Kt 20 P X P + —Black ought here 

to play K R K, which would give him a safe game. 

21 K to Kt ' 21 If he play B K R 6, you 

move B K B 6 ; or, if R to K, you win by playing R K 3 — 
0- + 

22 R to K third 22 R to K 

23 Q + 23. Q interposes 

24 B to K B 6, and mates next move. 

THIRD DEFENCE. 

19 Q B to K R sixth (best) 
20 Q, x Q, B 20 Kt K Kt 3, and will win. 



176 



MUZIO GAMBIT. 



In the third place, 

17 Q, B to K Kt fifth 

18 Q to K R fourth 18 QBtoK third 

19 Q B to Q Kt fourth 19 Kt attacks Q,wins. 

Variations on Move 14. 

FIRST ALTERNATIVE. 

14 Castles (best) 

15 R x Kt 15 P x B (best)— If Q x R, 

vour Q, x B ; and then if his P x B, vou win bv Kt X P. 

16 Kt x P 16 Q Kt to B* third (best) 

17 Q B x P (best)— If you move BQB3, he replies K B P 2. 

17 B x B 

18 R X B 18QxK R — He may also move 

Kt x R, and on your responding Kt K B 6 +, gives up 
Q, for Kt, remaining with three pieces against Queen. The 
result would be, I think, a draw. 

19 Kt x Q 19 Kt x R 

20 Q to K Kt fifth + 20 Kt covers 

21 Kt to K R fifth 21 K B P two (best) 

22 Kt to K B 4 (best) 22 K to B second 

23 Kt to K R 5 — The game is even. Black cannot prevent 
your drawing. 

SECOND ALTERNATIVE. 

14 Q, to K Kt 3 

15 R X Kt -| Yon Der Lasa prefers this to Jaenisch's move 

of Q, K 5. (See A.) 15 K x R— If he play K Q, you 

move Q, K 5. 

16 Q to K fifth + 

FIRST REPLY. 

16 K to Q second 

17 K R to K (best) 17 P X B 

18 Kt to Q Kt fifth 18 K to B third 

19 Q to Q, B seventh + 19 K x Kt 

20 Mates in 2, by Q, R P 2. 

SECOND REPLY. 

16 B covers 

17 B x B (best) 17 Q Kt Q 2— If he move B K 

Kt 2, you + with Kt ; and if he x Kt, repeat + with B. 
If he now play Q K Kt 2, you move Q, Q, B 5 -{-. Should 
he now take B with K B P, you capture R with Q ; and 
on his then pushing P K B 6, take it with R. 

18 Kt + 18 P x Kt 

19 QB + 19 K K 

20 Q, X R + 20 Kt covers 

21 B x Kt, will win. 

A. 

15 Q to K fifth (good) 15 Castles 



MUZIO GAMBIT. 



177 



16 Q X K Kt 16 P X B 

17 Kt x P 17 Q Kt to B third 

18 Kt + 18 K to R— If he play K to Kt 2, 

Kt K 8 + 

19 Q to Q sixth 19 Q, B K 3— If he play KRQ, 

you move BQB3, and if he then x Q, with R, you play 
RK8 + 

20 QBtoB third 20 B to K Kt second 

21 Q, x P — You have the better game ; aiming to play a Rook 
to K Kt 3. 

GAME II. 

WHITE. BLACK. 

1 K P two I K P two 

2 K B P two 2 P x P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q B fourth 4 K Kt P one 

5 Castles (best) 5 P X Kt 
6Q,xP . 6 Q, to K B third 

7 K P one NxKP 

8 Q P one 8 K B to R third 

9 Q, B to Q, second 9 K Kt to K second 

10 Q, Kt to B third 10 Q Kt to B third (inferior) ; 

although preferred bv La Bourdonnais. 

11 Q, R to K 11 Q, to Q B fourth + (best) 

12 K to R 

FIRST MODE OF PLAY. 

12 Q, P 1 (inferior) 

13 Q, Kt to Q, fifth 13 Q, Kt to K fourth 

14 Here De la Bourdonnais makes you move Q, K R 5 ; your 
best play is 

R X Kt 14 P x R 

15 Q B to Kt fourth 15 Qto Q fifth (best)— If he play 

Q, Q, B 3, you reply K B Q, Kt 5. 

16 Q B P one 16 K P one— If Kt x Kt, your 

P X Q, and if then he reply Kt x B, you move Q, K R 5. 

17 Qto K R fifth 17 Q to K Kt second 

18 Kt X P + (best) 18 K to Q, (best) 

19 Kt x R 19 K R to Kt 

20 B x Kt + 20 K x B 

21 Q, to Q, B fifth + 21 K to K B third (best) 

22 Q to Q, fourth + 22 K to Kt fourth 

23 Q, x K P, and wins — These moves, correcting De la Bour- 
donnais, were framed by my friend, Mr. John Rhodes, of Leeds, 
Nov. 1840. Von Der Lasa and Jaenisch have since alluded to a 
similar train of play. 

SECOND MODE OF FLAY. 

12 Q, Kt to Q, fifth (best) 
13 R x Kt + (best) 13 K X R (or A.) 

N 



178 



MUZIO GAMBIT. 



14 Kt to Q fifth + 14 K to Q 

15 QtoKR fifth 15 QtoKB 
16QBXP 16BxB 

17 R X B 17 Kt to K third 

18 Q, to K R fourth + 18 K to K 

19 Kt to K B sixth + 19 K to Q 

20 Here Von Der Lasa draws by perpetual + with Kt. I 
think White's play could be strengthened ; and that you ought to 
win after Black's fifteenth move. Suppose now B X Kt! 

A. 

13 Q, x R 

14 Q to K R fifth 14 Kt to K third 

15 Q X B 15 Q to K Kt fourth 
Ifi Q, X 0, 16 Kt x Q, 

17 0, Kt to Kt fifth 17 K to Q, 

18 K B to Q, B 3, wins. 

GAME III. 
Moves 1 to 15, as in Game 1. 

WHITE. BLACK. 

16 Q, B to B third (best) 16 If Black castle, you + with 

Kt. If he withdraw R, you + with Kt at K B 6, and 
then take K B with Q,. If he play Q, to Q,, he is mated in 
two moves. If he play K to B, you take Kt with Kt, and 
then take R, as being sounder play than taking Kt first 
with R, and then attacking Q, with B Kt 5. 

FIRST DEFENCE. 

1 G Q, to K Kt third— If he move 
K R K B, you -f Kt K B 6, and take B with Q, forcing 
at least a draw. 

17 Qx Q(B.) 17 KBP x Q(best) 

18 B x R 18 K to B second 

19 Kt x Gam. P 19 B x Kt 

20 R X B + 20 QB interposes 

21 Q, B to B third 21 Kt to Q fourth— White has 

not a bad game, though not so strong as in (B). 

B. 

17 R X Kt + (best) 17 K to B (best)— If he take R 

with Kt, you win easily by playing Q to K fifth. 
18QxQ 18 K R P x 0, 

19 RtoQB seventh 19 QBtoK third (C)— If Black 

play K B to Kt 2, you take Gambit P with Kt, and have a 
good game. 

20 Kt x Gam. P (D.) 20 B x Kt 

21 R X B 21 R to K R fourth 

22 R X Q, Kt P, and the game is equal. If he were now to 
take Q R P, you would get the better game by pushing Q, Kt P I. 



MUZIO GAMBIT. 



179 



C. 

19 KR moves 

20 Kt to K B sixth 20 R to K Kt second 

21 R X Q Kt, and if he retakes R, mates with B. 

D. 

20 B x R 20 B x Kt 

21 R X Q, Kt P, and you have the advantage in position, and 
equality in force. 

SECOND DEFENCE. 

16 Q B attacks Q, 

17 Q X Q B 17 If Black take Kt with Q, you 

take R, and I should take White for choice. 
R to K B 

18 R x Kt + 18 Kt x R 

19 R to K 19 Q, X Kt 

20 B to K B sixth 20 Q, to Q, B fourth, or Q third— 

If he had interposed Q, at K 3, you would take Q, with R, 
and then win B by a divergent -\-. 

21 R x Kt + 21 Q, X R 

22 B x 0, 22 K X B 

23 QtoKR fourth + 23 K to Q, second 

24 Q, x B 24 Q R to K 

25 K R P 2, with a fair game. 

THIRD DEFENCE. 

16 K to Q 

17 Kt x Kt 

Firstly, 

17 R to K— If Kt x Kt, you 

capture Rook. 

18 Kt X Kt + 18 Q, x Kt (best) (E.) 

19 Q, to K R fourth + 19 K to Q, second 

20 R x R 20 K X R 

21 R + 21 QB interposes 

22 Q, x K B, and ought to win. 

E. 

18 P X Kt 

19 B to Q, R fifth + 19 K to Q second 

20 R x R 20 K x R 

21 R -f 21 K to B— If B covers, your 

Q X B. 

22 B to Q, Kt fourth, wins by force. 

Secondly, 

17 R to K B 

18 Kt X Kt + 18 Q X Kt 

19 QtoKR fourth -f 19 K to Q, B second 

20 Q to K seventh + 20 Q B covers 

N 2 



18J 



MUZIO GAMBIT. 



21 B to K fifth + 21 K to B (G.) 

22 B x Gambit P, and has the better position ; observing, that 
if Black play R to K, you take P with Q. 

G. 

21 K to Kt third 

22 Q to Kt fourth + 22 K to R third 

23 Q, to R third + 23 Q, interposes 

24 Q, to Q, sixth +? an( l draws ; for, unless he interpose Q,, he 
must lose K B ; and on his interposing Q,, you repeat the + 
at Q, R 3. 

FOURTH DEFENCE. 

16 Q, B to Q, second 

17 White may now + with Kt at K B sixth, and then take B 
with Q, ; or 

Kt x Kt 17 Kt x Kt 

18 B x R 18 Castles 

10 Q X K B P, and White's game is not inferior. 

GAME IV. 
Mores 1 to 15, as in Game 1. 

WHITE. BLACK. 

16 Q, B to Q, Kt fourth (inferior) 

In the first place, 

16 Q, to K Kt third 

17 B x Kt 17 B to K third 

18 QtoKB third 18 Kt x B 

19 Kt + at B seventh 19 K to Q second 

20 Kt x B 20 P x Kt 

21 Q, X Q Kt P + 21 K to Q, third 

22 You may keep up the attack by advancing Q, B P 2, or 
force a drawn game, by constantly chg, for Black must keep his 
King on Q, second, or Q, third, not daring to abandon Kt. 

In the second place, 

16 Kt x B (best) 

17 R X Kt + 17 K to Q 

18 Q, to K R fourth 18 P to K B third 

19 Kt x Kt 19 B K Kt 4, wins. 

GAME V. 
Moves 1 to 13, as in Game 1. 

WHITE. BLACK. 

14 Kt to K fourth 1 4 P x Kt— If he move Q, K Kt 3, 

you get a good game by Q, K 5. 
15KB XKBP+ 15 K to Q,— The most simple and 

secure defence is K K B, threatening Q, B Kt 5. 
16 P X P (best) — If Black play K to Q, B second, you move 
QBB third, attacking R, and threatening to play the B to K 



MUZIO GAMBIT. 



181 



fifth. If Black advance Gambit P, you may, at once, take K B 
with Q B ; and if, instead, he play Q, K B third, you win by 
moving QBQB third. 

FIRST DEFENCE. 

16 Q, Kt to Q, second 

17 KP one IHxQB 

18 Q X K B 18 If he move Kt K B fourth, 

you + ; and if, instead, he take QBP with Q, or move 
her to Q, Kt fifth, you obtain a formidable attack, by Q, K 
Kt seventh, and advancing K P. 

SECOND DEFENCE. 

16 Q, B to Q, second 

17 K P one 17 Q X B 

18 Q, x B, with better game. 

THIRD DEFENCE. 

16 K B to Kt second (best) 

17 B + 17 Q Kt P one 

18 Q R to Q 18 Kt to Q, fourth 

19 K B x Kt 19 Q Kt Q 2, better game. 

GAME VI. 
Moves 1 to 7j cis in Game 1. 

WHITE. BLACK. 

8 Q Kt to B third (inferior) 8 Q to Q fifth -{ His safest 

defence is K Kt K 2. 

9 K to corner 9 Q, X B 

10 Q Kt P one 10 Q to Q B third (best) 

11 Q X P 11 K B P one 

12 If you play Kt to K fourth, he moves Q P two. 
Q B to Kt second 12QP two 

13 Q, R -f- 13 Kt covers 

FIRST PLAN OF ATTACK. 

14 Kt x P 14 Q x Kt 

15 If you take P with Q, B, he retreats Rook. 
QXKBP 15 R moves 

16 If you take Kt with R, he retakes with B, or if you move 
K R to B second, he plays Q,BKR sixth. Your attack is gone. 

SECOND PLAN OF ATTACK. 

14 Kt to Q, Kt fifth— I believe he cannot take Kt. 

14 K R to Kt 

15 Kt X P + (A.) 15 K to Q 

16 Kt x R 16 Q, Kt to Q, second 
Black threatens to move Kt to K Kt third. 

17 B x P 17 Kt x B 

18 Q, X Kt 18 Q, x Q 

19 R x Q 19QBtoQ, second, wins. 



182 



MUZIO GAMBIT. 



A. 

15 B X P 15 QP advances 

16 If you take Kt with R -j-, he retakes with B, and on your 
then taking Q, B P with Kt +, gets out by playing K Q, second. 

Kt x P + 16 K to Q second 

17 Q, R to K fourth 17 Kt to Kt third 

18 R X P + 18 B covers 

19 R x B + 19 Q X R 
20QxQ+ 20KxQ 

21 You have a bad game, for if you take R with Kt, Black 
moves K R to B. 

GAME VII. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K B P two 2 P x P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q B fourth 4 P attacks Kt 

5 Q, Kt to B third — Invented by M'Donnell, but inferior to 
Castling. 5 P X Kt 

6 Q x P— If he play K B to R third, you push Q P two. 

FIRST DEFENCE. 

6 Q Kt to B third— If he move 
Q, K B 3, you play Kt Q, 5, and on his Q going to K 4, 
you move Q, B P 1. 

7 Q P two 7 Kt x P 
8BxKBP+ 8KxB 

9 Q, to R fifth + 9 K to Kt second 

10 Castles ; with a good game. 

SECOND DEFENCE. 

6 Q P two (best) 

7 B X P (best) HBP one 

8 B to Q, Kt third (B.) 8 QBtoK third 

9 B x B 9 P retakes B 

10 Q + 10 K to Q, second 

11 QP two 11 QtoKB third 

12 K P advances (or A.) 12 Q to K B fourth 

13 QtoKB third 13 K B to Q Kt fifth 

14 Q, B X P 14 K Kt to K second 

15 Castles, K R 15 B X Kt 

16 P X B 16 Q, Kt to R third, wins. 

A. 

12 Castles 12 Q, to K Kt 3 (best)— Jaenisch 

erroneously x P with Q, when you get the better game. 

13 QtoQR fifth 13 Q, Kt to R third 

14 B x P 14 K B to Kt 5 

15 QQR4 15 K Kt K 2, better game. 



MUZ10 GAMBIT. 183 

B. 

8 B x KBP+ 8KxB 

9 Q, to K R 5 -[ If you advance Q, P 2, he moves K Kt B 3, 

and on your then playing on K P, he answers with K B Kt 2 ; 
then if your Q, B x P, he plays K R K. 

9 K to Kt second 

10 Q P two 10 Q, B to K third 

11 B x P 11 B to K B second 

12 B to K fifth + 12 Kt covers 

13 Q to K Kt 5 + 13B covers, wins. 

GAME VIII. 

WHITE. BLACK. 

1 K P two I Same 

2 K B P two 2 P x P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q B fourth 4 P attacks Kt 

5 Castles (best) 5 P x Kt 
6QxP 6 Q, to K B third 

7 K P advances 7 Q X K P (best) 

8 Q, Kt P one — This move was invented by Mr. M'Donnell, 
and might justify our terming the variation " The M'Donnell 
Muzio." Black may adopt three modes of play : — 1. He may 
take Rook. 2. He may push Q, P two. 3. He may bring out 
Queen's Kt. I shall give the probable effects of all these moves. 

8 Q, x R (best) 

9 Q Kt to B third 9 K B + 

10 K to corner 10 K Kt to K second 

11 Q, P two — (See next game). 

11 K B x P (best) 

FIRST BRANCH OF ATTACK. 

12 B X P + 12 K to Q, (best) 

13 Q B to Q second 13 Q x R + ( best ) 

14 Q x Q (best) 14 K R to B 

15 Q, X P 15 B x Kt 

16 B X B 16 Q, P one, better game. 

SECOND BRANCH OF ATTACK. 

12 Q, B to Q, second 12 Q, x R + 

13 Q X Q 13 B x Kt 

14 B X B 14 QP two 

15 If you take Q, P he retakes with Kt, and on your capturing 
Rook, plays Q, B K 3, with the better game. If you play KBQ 
third, he moves K R to B, and has three pieces for Queen. 

B x R 15 P X B 

16 Q, retakes QP 16 Q, Kt to B third 

17 Q X doubled P 17 K Kt to Q fourth 



184 



MUZIO GAMBIT. 



18 Q to K fourth + 18 Bishop covers 

19 QxKRP 19 Castles, better game. 

THIRD BRANCH OF ATTACK. 

12 Q X P — If he take Kt, you mate in tliree moves. 

12 Q X Q B (best) 

13 If you now take Q with R, lie x Kt with B, and remains with 
four pieces for Q. If you capture B with Q, he X R, and then 
moves R to K B, having a safe defence. 

QxQ (best) 13 B X Kt 

In the first place, 

14 Q to K third 14 B to Q Kt seventh (best) 

15 If you attack B with R, he plays it to R 6 ; and if you then 
advance Q Kt P, he x it with B, and on your taking B with R, 
brings out Q Kt. 

QBP advances 15 K R to B 

16 If Q, to K 5, he moves Q P one. 

Q, to Q fourth 16 K B P two 

17 K R to K 17 Q, Kt to B third 

18 Q to K Kt seventh 18 B x P 

19 Q, x B 19 Q P one 

20 Q to K R third 20 Q Kt to K fourth 

21 Q x R P 21 QBP one, wins. 

In the second place, 

14 B x K B P + 14 K to Q 

15 Q, to K third 15 B to Q Kt seventh 

16 If you attack B with R, he plays K R to B, and on your then 
moving KB QB fourth, advances Q P two, compelling your 
K B to go to K second ; after which he retreats B K R, and if 
you play Q, K R 6, answers with Q Kt Q 2 ; afterwards moving 
QBP one, should you capture K R P with Q. 

QBP one 16 Q Kt to B third 

17 Q to K B second 17 B to Q R sixth 

No. I. 

18 K B to K Kt eighth 18 K Kt to its third 

19 If you advance Q Kt P one, he x B with R, and should you 
then +, covers with Q Kt. If you withdraw B, he attacks Q 
with R. If you -\- with Q, he interposes K B. Black wins. 

No. 2. 

18 KBtoKR fifth 18 Q P two 

19 Q to K B sixth 19 K R to Kt 

20 BtoKB seventh 20 KRtoKB 

21 Q to K Kt seventh 21 K Kt to K B fourth, wins. 

No. 3. 

18 Q Kt P advances 18 Q Kt to K fourth 



MCZIO GAMBIT. 



185 



19 Should you play QKB sixth, he x B with Kt, and on your 
retaking Kt, pushes Q P two. If 

B to adv Kt 19 Q P one 

20 Q + at B 8 20 K moves 

21 B + 21 K x B 

22 Q, X R, but ought to lose. 

GAME IX. 
Jloves 1 to 10, as in last game. 

WHITE. BLACK. 

11 Q X P 11 R to K B— Black might also 

try K B P 2. 

12 KB X P chg 12 K to Q, 

13 Q, P two 13 Q X Kt (A.) 

14 QtoKR sixth 

FIRST DEFENCE. 

14 Kt to K B fourth— If he had 
moved Kt home, you would mate in three ; if he take 
K B with R, you mate in two moves. 

15 B -f- 15 B interposes 

16 Q, X R— Checkmate. 

SECOND DEFENCE. 

14 QBPone— If he play QP one, 
he is mated in two, and playing Q, P two, in three moves. 

15 Q x R + 15' K to Q, B second 

16 P x K B 16 Q retakes P 

17 B -f-, and on his moving K, wins by R to K. 

THIRD DEFENCE. 

14 R to K 

15 P x B 15 Q to K R 

16 B x R 

In the first place, 
16 Q x B 

17 R to K B eighth 17 Q P one 

18 Q, B to B fourth 18 B to Q, second 

19 P X P 19 P X P 

20 B x P 20 Q Kt to B third 

21 R x Q +, and on his taking R with B, you take K R P 
with best game. 

In the second place, 
lfi K x B 

17 Qto K R fifth + 17 K to Q, 

18 B to R sixth 18 Q P one 

19 R + 19 Q X R 

20 B x 0, 20 Q, Kt to B third 

21 Q, x R P 21 Q B to K third 



186 



MUZIO GAMBIT. 



22 K R P two 22 K to Q, second 

23 Q, to K Kt seventh, with best game. 

FOURTH DEFENCE. 

14 KRtoR 

15 P X B 15 If he take P with Q, you win 

by Q, K Kt seventh — If be move Q K fourth, you answer 
with QB B fourth, and then pin Kt, if he return with 
Q, Q, B sixth. 

FIRST RESPONSE. 

15 Q Kt to B third 

16 K B to R fifth 16 Q P one 

17 P X P 17 P X P 

18 Q, X P +> ana< ought to win. 

SECOND RESFONSE. 

15 Q P one (or two) 

16 P x P 16 P x P 

17 Q X P + 17B interposes 



THIRD RESPONSE. 

15 Q B P one 

16 Q B to K B fourth 16 If he remove Kt, you + with 

Q, &c. If he play Q Kt R third, you place B Q, sixth, and 
if he then take P with Kt, vou win by QK Kt fifth. 

* Q X first P 

17 Q to Kt seventh 17 Q P one (if) 

18 Q x R + 18 KtoB second 

19 R to Q, 19 Kt to Q fourth 

20 Q B to Kt fifth 20 Q Kt P two 

21 Q BP two 21 K Kt to Q Kt third 

22 B to K seventh, secure of victory. 

FIFTH DEFENCE. 

14 Kt to K Kt third 
15 QB + 15 B interposes 

16BxB+ 16KxB 

17 Q to Kt fifth + 17 K to Q third 

18 Q, gives Checkmate. 

A. 

FIRSTLY. 

13 Kt to K Kt third— If he retreat 
K B, you win by Q K B third. 
14 Q, to K B third 14 If he move K B K second, you 

play Q, B K R sixth, and if Black then take R with Q,, you 
take Q, with Q,. 

R X B 



MUZIO GAMBIT. 



187 



15 Q x R and wins, for if he take Q, Kt with Q, you mate in 
three moves. 

SECONDLY. 

13 Q. P two (best) 
14 If you do not move or defend Kt, or attack R or Q, he escapes 
by taking Kt with Q,. If you defend Kt with R, he x B with R, 
and on your capturing R, x B + ; you interpose R, but he x 
Q B P and beats you. If you play Q, K Kt third, Black X B with 
R. If you move Kt, or place Q K B third, he wins by attacking 
Q, with B. If you play Q, Q second, he pins Kt with B. If you 
move Q K third, he plays KB Q,R sixth, and then either X B 
with R, or moves Q, B K third, according to circumstances ; or 
might, perhaps, (in the event of your playing Q, K third,) take P 
with K B, and on your taking B, bring out Q, Kt ; this forces you 
to move Q, and he either x B with R, plays Q, B K third, or ad- 
vances P, according as you may play. There appear to be only 
three other moves worth looking at 

No. 1. 

14 Q attacks K R 14 R x B 

15 R X R 15 Q, B to Q second 

16 If you take B with P, he x Kt with Q. If you + with Q 
or R, he covers with Q, B. If you guard Kt with Q at Q second, 
he wins by B Q, Kt fifth. If you move Q, K third, he X Q, P 
with B,and if, instead, you play R K B third, he moves KBQR 
sixth. Lastly, if Kt removes to K second, he x 0, P with B, and 
foils you. 

No. 2. 

14 Q B to Q, second 14 K B to Q, third 

15 QtoKB third 15 Q, X R + 

16 Q x 0, 16 Q B to K third 

Black gains another piece and wins. 

No. 3. 

14 Kt x P 14 Kt x Kt 

15 Q to K Kt fifth + 15 Kt to K second 

16 Q x B 16 R x B, wins. 



WHITE. 

1 K P two 

2 K B P t wo 

3 K Kt to B third 

4 KBtoQB fourth 

5 Castles 

6 Q x P 

7 K P one 

8 Q, Kt P one 



GAME X. 

BLACK. 

1 K P two 

2 P x P 

3 K Kt P two 

4 K Kt P advances 

5 P X Kt 

6 Q to K B third 

7 Q X K P (best) 

8 Q, P two (inferior) 



188 



MUZIO GAMBIT. 



9 K B x P 9 If he check, you move K to 

corner. If he attack Q, with Q B, you take Q B with Q,, 
and if he then take R, mate in six moves. If instead of 
taking R, lie x B, you attack R with B, and on his cover- 
ing with K B P, attack Q, with Kt. 

Q B P one 

10 Q B to Q Kt second. 

No. 1. 

to Q X KB 

11 Q to K second + 11 Q, to K third 

12 Q, to K B second 

FIRST DEFENCE. 

12 K Kt to K second 

13 B x R 13 K B to K R third 

14 Q, Kt B third ; then plays Q R K, and at the proper time, 
Kt K fourth, having a fine position. 

SECOND DEFENCE. 

12 K B P one 

13 R to K 13 Q, X R + 

14 Q, X Q, -i White's game is the better. 

THIRD DEFENCE. 

12 K Kt to B third 

13 R to K 13 Kt to K fifth 

14 Q, to K B third 14 B + 

15 K to B, with a strong position. 

No. 2. 
10 Q, x 0, B 

1 1 K B x K B P + 11 If he play K Q, you bring out 

Q Kt B third ; and if he then take Q, B P with Q, take 
Gambit P with Q,. Black then plays QB Q second, and 
you move Q K fifth, having a good game. 

K x B 

12 You may now at once take P +, for if he interpose Q,. you 
win her on the move, and if he interpose Kt, or play any thing else, 
you bring out Q, Kt ; or 

Q Kt to B third 12 Q, X Q B P— If Black play 

B K R third, vou + at K R fifth. 

13 Q, X P + 13 Q, B covers (best) 

14 Q, R to K 14 K Kt to K second— If he + 

with B, you move K to corner. 

15 Kt to K fourth 15 Q Kt to Q, second 

16 Kt + Q, sixth — The almost interminable variations which 
arise between the last half-dozen moves, prevent my examining 
more than the most obvious coups de ressource. Although minus 
three pieces, White has a strong position. 



MUZIO GAMBIT. 



189 



GAME XI. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K BP two 2 P X P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q, B fourth 4 K Kt P advances 

5 Castles 5 P x Kt 
6QxP 6 Q, to K B third 

7 K P one 7 Q, X K P (best) 

8 Q Kt P one 8 Q Kt to B third (good) 

9 Q, Kt to B third 9 Q, Kt to Q, fifth 

10 QtoKB second 10 Kt x Q B P— The best course 

for Black to adopt were at once to play K B to Q, B 4 ; 
this compels you to move K to corner, and he plays Kt to 
K 3, having a safe game. 

11 K to corner 

In the first place, 

11 K B to K second 

12 Q P two 12 Kt x P 

13 Q, B x P 13 Qto K Kt second 

14 Q, B x 0, B P, with the better game. 

In the second place, 

11 Q to Q fifth 

12 Q to K second + 

FIRST DEFENCE. 

12 K B interposes 

13 Q B to Q Kt second 13 Kt x R 

14 B X Q, Kt 14 Q to K Kt second 

15 Kt to Q fifth 15 K B P one 

16 R X Pj and ought to win. 

SECOND DEFENCE. 

12 K to Q 

13 Q B to Kt second 13 Kt x R 

14 B x Kt 14 Q, to K Kt second 

15 Kt to Q fifth 15KBP one 

16 R x P 16 K B to K second 

17 Kt x B 17 Kt x Kt (A.) 

18 Q, B x P 18 QtoKB 

19 Q to K fifth 19 KRtoK Kt— If Black move 

Q P one, you take Kt with B +. If he play Q B P 1, you 
take R. 

20 Q, B to K R fourth 20 Q to K— If he move Q to K Kt 

second, you take Q, with Q,. 

21 RtoKB seventh 21 Q P one 

22 B X Kt + 22 K to Q second 

23 KB + Kt fifth, and on his interposing B P, mates. 



190 



MUZIO GAMBIT. 



A. 

17 0, x Kt 

18 R to K fourth 18 QtoKB 

19 B x Kt 19 R X B 

20 R to adv K + 20 Q x R 

21 Gives checkmate in two moves. 

In the third place, 

11 K B to Q, B fourth 

12 Q, P two 12 K B x 0, P 

13 Q, X Kt 13 K B x Kt 

14 Q, B x P 14 Q, to K Kt second 

15 Q, to K fourth + 

FIRST REPLY. 

15 Kt interposes 

16 Q, Rto Q, B 16 K B to K B third 

17 Q B x Q B P, and has the better game, observing, that if 
Black should castle, White plays Q, B Q, sixth. 

SECOND REPLY. 

15 K to K B 

16 Q R to K 16 B x R 

17 R X B 

FIRSTLY. 

17 Kt to K second 

18 Q x Kt + 18 K to Kt 

19 Q, 19 Q, inter-poses 

20 Q B to K B sixth, and mates next move. 

SECONDLY. 

17 K Kt to B third 

18 Q to K seventh + 18 K to Kt 

19 Q, B to K R sixth, having a won game. 

THIRDLY. 

17 Q, to K Kt third 

18 Q to K fifth 18 K B P one— If Black play K 

Kt B third, you + with Q, B K R sixth, and on his taking 
B with Q,, give checkmate in two moves. 

19 Q, B + at K R sixth 19 Q, x 0- B 

20 Gives mate in two moves. 

THIRD REPLY. 

15 K to Q 

16 Q, R to K 16 B x R 

17 R X B 17 Q to K B 

18 Q to K fifth 18 Q P one 

19 Q, X R 19 Q, B to K third (B.) (C.) 

20 Q, B to R sixth 



MUZIO GAMBIT. 



191 



FIRST RESPONSE. 

20 Q to K 

21 Q, B + 21 K to Q, second (if )— If he in- 

terpose Kt at K second, you win a piece by moving QKB 
sixth. If he play K Q, B, you take K R P with Q. 

22 Q, X K R P 22 K to Q B— If Black play Kt K 

second, you change Bishops, and move R first to K B, and 
then to K B seventh. If he play K Q, B third, you change 
Bishops, and then -J- with R Q, B. 

23 Q, to K B fifth 23 K to Q, second— If he move 

Kt K second, you win by taking B with B chg. 

24 Q, to Q, Kt fifth + 24 P interposes 

25 Q, X Q Kt P— Mate. 

SECOND RESPONSE. 

20 Q, X Q B 

21 Q, X Kt + 21 K to Q second 

22 Q, X Q, R, and ought to win. 

B. 

19 Q, B to Q second 

20 QBtoKR sixth 20 Q, X Q B 

21 Q X Kt + 21 Q, interposes 

22 Q, X Q- + 3 and mates instantly. 

C. 

19 QBP one 

20 Q, X R P (best) 20 If Black move KQB second, 

or Q, second, you win by placing R Q,. If he move Q, B 
Q, second, you take Q, P with Q, B, and then take Kt, and 
afterwards R, with Q. If, again, he play Q, B K third, you 
take B with B, and on his retaking with P, you take Q, P 
with B, afterwards capturing Kt and R with Q,. 

Q P one 

21 Q, to K R fourth + 21 If he interpose Kt K second, 

you may at once take it with R, and on his then playing 
K B P one, move QBQ, sixth. 

FIRST METHOD. 

21 K to Q, second 

22 K B to Q, third 22 Kt K second— If Black had 

advanced K B P two, you ought to -|- with Q, K R seventh. 

23 Q, to K B sixth 23 K to K 

24 Q, B to K R sixth, and White wins. 

SECOND METHOD. 

21 K B P one 

22 Q, to K R seventh 22 Q B to Q second 

23 K B to Q third 23 K to Q, B — If Black play 

K B P one, you take it with K B ; and if, instead, he play 
Kt K second, you place B Q, sixth. 



192 



MUZIO GAMBIT. 



24 K B to K B fifth 



24 Q to Q-If he had played Kt K 



25 B x B + 

26 R + 

27 Q gives checkmate. 



second, you should take it with R. 

25 Q, x B 

26 Q, x R 



GAME XIT. 



WHITE. 



BLACK. 



1 KPtwo 

2 K B P two 

3 K Kt B third 

4 KBtoQB fourth 



1 K P two 

2 P x P 

3 K Kt P two 

4 K Kt P one 



5 Q, P 2 — Inferior to Castling, and much over-rated hy many 
writers. This move first occurs in Koch's Treatise of 1828, and 
Ghulam Kassim's of 1829. In Mr. Lewis's last work, the laboured 
variations of Koch, Kassim, &c. upon this move, termed by Mr. 
Lewis a " new attack," occupy forty-eight pages, no systematic 
defence being attempted, and the attack winning nearly through- 
out. I hope to be able to show, fortified by Von Der Lasa and 
Jaenisch, that second player can frame a defence perfectly satis- 
factory, opposed to the strongest modes of attack in print. 

5 P x Kt (best)— If he move 
Q P 2, you get the better game, taking P with K B, and 
retreating as best B Q, Kt 3, if he continue with QBP 1. 
6Q,xP 6QP2 (best) — If he play 

Q, P 1, you Castle, as rather stronger than Q, B X P, and 
have the better game. If he move K B R 3, you Castle. 
If he move Q Kt B 3, you x P with Q B. If he play 
Q, K B 3, you win through KP 1. If he -f- with Q, you 
push K Kt P 1, and have a winning position. 

7 K B x P (best) 7 QBP 1— This is given gene- 

rally as the best, but to me it is hardly so satisfactory as 
K Kt B 3. The move QBP 1, appears to fill up a sq 
which Black should reserve for his Q, Kt. 

8 B X K B P + (inferior) 8 K x B 



12 If you + with Q, K R 5, he covers Q K Kt 3 ; and if you 
repeat + with Q, K 5, he covers with K B, and has the better 
game. 



FIRST ATTACK. 



9 Castles 

10 Q, B to K third 

11 B x Gambit P 



9QxP + 

10 Q, to K B third 

11 K home 



Q, to K Kt third 
13 K to R 



12 B + 

13 K Kt to K 2, wins. 



SECOND ATTACK. 



9 Q x P + 

10 KP advances 

11 Castles 



9 K Kt to B third (best) 

10 K B to Kt second 

11 KRK B 



MUZIO GAMBIT. 



193 



12 Q, to K R 4— If P x Kt, he moves K to Kt. 

12 K to Kt 

13 Q, B to Kt fifth 13 Q, Kt to Q, second 

14 Q, Kt to B third 14 K R P one, wins. 

THIRD ATTACK. 

9QBxP 9 K Kt to B third (hest) 

10 Q, B P one — If you advance K P, he X P with Q,, and on 

your P X Kt, he wins by K B +. 

10 Q, B to Kt fifth (hest) 

11 Q, to K Kt 3— If you move Q, K 3, he replies K B Kt 2, and 
if you then castle, he moves K R K, prepared to retreat K to Kt. 

11 K R to Kt 

12 Q, to K R fourth 12 K R to Kt third 

13 K P advances 13 K to Kt 

14 B to K Kt fifth 14 K B to K second 

15 Castles (if ) 15 Kt Q, 4, wins. 



GAME XIII. 
Moves 1 to 7? as in last game. 

WHITE. BLACK. 

8 B to Q, Kt third (best) 8 Q, X P— If he play Q, B K 3, 

you advance Q, P, and on his returning Q, B Q, B, you get 
the better game, taking P with Q, B. 

9 Q, B x P 9 K Kt to B 3 — If he take 

Q, Kt P, you answer Q, K R 5. 

10 Q Kt to Q 2 (best) 10 Q B Kt fifth 

11 Q, to K Kt third 11 K Kt x P — If he move Q, KtQ, 

2, you answer with Q, B P 1, and then K P 1. 

12 Kt x Kt 12 Q, X Kt + 

13 K to Q second 13 Q, to K seventh + 

14 K to Q, B — You will win ; and this shows the weakness of 
Black's seventh move, Q, B P 1. 

GAME XIV. 
Moves 1 to 7, as in last game. 

WHITE. BLACK. 

7 K Kt to B third (best) — 
Bringing out an important attacking piece. 

FIRST ATTACK. 

8KBxP+ 8KxB 
In the first place, 

9Q,BxP 9QXP 

10 Q, Kt to Q second 10 Q, B to K Kt fifth 

11 Q, to Q Kt third + 11 K to Kt third 

12 Q x Q Kt P 12 K B to Q B fourth 

13 K R to K B 13 K R to K, wins. 



194 



MUZIO GAMBIT. 



In the second place, 





Q B P one 


9 K B to R third 


10 


B x P 


10 B x B 


11 


Q, X B 


11 K home 


12 


Castles 


12 K R K B 


13 


K P one 


13 K Kt to Q, second— White's Q, 




must now move off, on which Black's R x R +, and wins 




with Q, K 2. 








SECOND ATTACK. 


8 


Castles 


8 Kt x B 


9 


P X Kt 


9 K B to Kt 2 (best)— To play 






Q K B 3, is inferior. 






In the first place, 


10 


R H If Q, +, he covers with Q, and then castles. 






10 K to K B 


11 


R to K 4— If your Q, B x P, his B x P + with safe game. 






11 Q B to K B fourth 


12 


R X P 


12 B to K Kt third 


13 


Q B P two 


13 K R P two 


14 


Q, Kt to B third 


14 Q, Kt to Q, second 


15 


Q. Kt to K fourth 


15 K B R 3, wins. 






In the second place, 


10 


QB x P 


10 Castles 


1 1 


Q B P one 


11 Q, R P two 


12 


Q to K Kt third 


12 Q, B to K B fourth 


13 


QBtoK fifth 


13 B to K Kt third 


14 


Q B P one 


14 Q Kt Ptwo 


15 


Q Kt P one 


15 QRP one 


16 


Q, Kt to B third 


16 Q, R P x P 


17 


Q, R P x P 


17 R x R 


18 


R X R 


18 P x P 


19 


P X P — Black should win. This defence is offered with 



diffidence, having been passed over by all previous writers. 

Summary. In dismissing the Muzio Gambit, I present the 
following conclusions as demonstrated in the foregoing analysis : — 

The defence is satisfactory and complete for Black, if White,at 
move 5, do not castle ; but White castling at move 5, Black must 
be content, as best, with a drawn game. 

It follows that the Muzio Gambit is a sound game for first 
player, and that he should adopt it in preference to any other, 
should Black, at move 4, push K Kt P ; and it is equally evident 
that Black should not attack K Kt with P, on move 4, but should 
play K B Kt 2, as shown by me in King's Gambit, 

The radical disadvantage of aiming to set up the Muzio Gambit, 
is, that White cannot force its acceptance upon second player, but 
in attempting its creation, must incur the dangers consequent upon 
Black's adopting, at move 4, the defence of K B Kt 2. 



195 



CHAPTER XV. 

COCHRANE GAMBIT. 

The Cochrane Gambit, or rather the Cochrane defence to the 
Gambit, is so called from its having been first developed at length 
in Cochrane's Treatise, although the move on which it hinges may 
be found in several earlier writers. For some years this defence 
was implicitly received as sound, but latterly its fallacy has been 
completely established. Still the opening is one of great beauty 
and variety ; rich in resource to either player, and sure to produce 
a difficult and interesting game. A method has been recently dis- 
covered, by which second player can resolve the Cochrane Gambit 
into the Salvio Gambit, and thus, as I demonstrate, obtain the 
better position. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2KBPtwo 2PxP 

3 K Kt to B third 3 K Kt P two 

4 K B to Q B fourth 4 K Kt P advances 

5 K Kt to K fifth 5 Q + 

6 K to B 6 Gambit P moves — This move 

constitutes the Cochrane Gambit. 
If you move QK.he X P with P +, and if K retake, Q, K R 
«+. 

FIRST MODE OF PLAY. 

7 K B x P + (bad) 7 K to K second 

8 If you take Kt with K B, he X P with P +, then + with Q, 
at R 6, and x B with R. If you take P with K Kt P, he moves 
Q, P 1, and on your taking Kt with K B, x Kt with P. 

Kt P attacks Q 8 Q + 

9 K to B second 9 K Kt to B third 

10 K B to Q Kt third 10 QP one 

11 K Kt to B seventh 11 Kt X P + 

12 K to K third 12 Q, B to K B fourth 

13 If you move K to K B 4, he answers with K to K B 3, 
having a won game ; and if 

Kt x R 13 Mates in five moves. 

SECOND MODE OF PLAY. 

7 Kt x K B P (bad) 7 K Kt to B third 

FIRST DEFENCE. 

8 P x P 8 Q P two 

9 Kt x R 9KtPxP 

10 Q, x P 10 QB + 

11 K to Kt 11 K B + 

12 Q P two 12 B x P + 

13 Q, B interposes 13 Mates in three moves. 

o 2 



19$ 



(.COCHRANE GAMBIT. 



:SECOND DEFENCE. 

8 Kt x R 8 KKt x KF 

9 QtoK 9 P x P + 

10 If K to K 2, he wins with Q to R 6. 

K x P 10 Q to R sixth + 

]11 K to Kt 11 K B + 

U2 Q P two 12 Mates in four moves. 

THIRD DEFENCE. 

8 K Kt P one 8 Q + 

9 K to B second i) Q, P two 
;10 KB attacks Q, 10 Kt x P + 

11 K to K third (A.) U Q, to K R fourth 

12 Kt x R 12 Q, to Kt fourth + 
.13 K to Q fourth 13 Mates in two moves. 

A. 

31 K toK 11 Qto K R fourth 

12 If you attack Kt with Q P, he + with P, and x Kt with Q. 
Kt x R 12 P + 

13 K moves 13 Q to K fourth 

14 Q P two 14 Kt to Q B sixth + 

15 K to Q, third 15 Q, to K eighth, winning. 

GAME II. 
Moves 1 to 6, as before. 

WHITE. BLACK. 

7 P attacks Q, (bad) 7 Q + 

8 K to B second (best) 8 K Kt to B third (best) 

9 If you play Q, P 2, he x K P +? a »d on your moving K K 3, 
advances K B P 2. If you move Q P 1, he moves Q, P 1, and on 
your taking K B P with Kt, advances Q, P another sq, for if you 
then take R, he + with Q, K Kt 7> and on your playing to K 3, 
gives mate in six moves 

FIRST MODE OF PLAY. 

9 Q, Kt to B third 9 Q to Kt seventh + 

10 K to K third 10 BtoKR third + 

1 1 If you play K to Q, 4, he attacks Kt with Q, P, for if you ta,ke 
K B P with Kt, he mates in three moves. 

K to Q, third 11 Q, Kt to B third 

FIRST DEFENCE. 

12 Kt x K B P 12 Q, Kt to Q, Kt fifth + 

13 K moves 13 Q, to K B seventh + 

14 K to K fifth 14 Q, to Q, B fourth + 

15 If you interpose Q, Kt, he x K Kt. 

K X Kt 15 Mates in two moves. 

SECOND DEFENCE. 

12 K B X P + 12 K to K second 



COCHRANE GAMBIT, 



197 



13 


Kt X Kt + 


13 Q P X Kt 


14 


K B to Q Kt third 


14 Q Kt P two 


15 


Q, Kt to Q Kt 


15 R + 


16 


K to Q, B third 


16 Kt X P + 


17 


K to Q, Kt fourth 


1 7 Mates in three moves. 



THIRD DEFENCE. 

12 Kt x Kt 12 Q, P X Kt 

13 If you attack Q, with R, he plays Q, K B 7- If you play 
Q, K Kt, he moves Q, Kt P 2, and on your then retreating K B Kt 
3, advances Kt P another sq, winning a piece, for if you remove 
Kt, you are mated in three moves. 



Q R P two (A.) 

14 K B to R second 

15 K to Q, B fourth 

16 K to Q, Kt fourth 

17 KtoQR fifth 



13 Castles 
14KR + 

15 Q, B + 

16 K B + 

17 Mates in two moves. 



13 Q, to K B 

14 K B to Q, Kt third 

15 Kt to Q, R fourth (B.) 

16 Q, B P two 

17 K B to Q, B fourth 

18 K X B 

19 B x P 



15 Q, Kt to Q Kt 

16 Q, B P two 

17 KBtoQB fourth 

18 R x 0, 

19 Q, B x P 

20 K to B second 

21 Q B x KB 

22 B to K Kt seventh 



9 K to K third 



A. 

13 Q, Kt P two 

14 Q, Kt P one 

15 QB + 

16 P X P en passant, + 

17 B x B + 

18 P X QP 

19 Q, X B, and wins. 

B. 

15 QB + 

16 P x P en passant, -f- 

17 0, x Q + 

18 P x Q P 

19 QR + 

20 Q, B x B 

21 B x R 

22 K to K second, and wins. 

SECOND MODE OF PLAY. 

9 K B to R third + 



FIRST DEFENCE. 

10 K to Q, third 10 Q, P one 

11 Kt x K B P 11 QP one 

12 K B x P 12 K Kt x B 

13 If you take R, he moves Q, K R fourth. 

K Kt x B 13 K Kt to Q, Kt fifth + 

14 KtoQB fourth 14 Q, x Kt 

15 K x Kt 15 Q, Kt to R third + 

16 K to Q, B third 16 Q, to Q, B third + 

17 K to Q, third 17 Kt to Kt fifth + 

18 K to K third 18 Kt X 0, B P +, wins. 



198 



COCHRANE GAMBIT. 



SECOND DEFENCE. 

10 K to Q fourth 10 Q, P one 

11 If you play K Kt Q, 3, he + with Q Kt, and x K PlwithKt. 
K Kt x KBP 11 Q Kt P two 

12 If you take K B, or play KBQ, Kt 3, he wins a piece by 
chg with Q, B P. 

K Kt x R(C.) 12 Q Kt + 

13 If K go to Q, B 3, you are mated in three moves. 
K to Q third 13 P x B + 

14 K x P 14 Q R to Q Kt, wins. 

C. 

12 K B to Q fifth 12 K Kt x B 

13 Kt x K B— If you take R, he + with Kt Q, B 3, and after- 
wards mates in three moves. 

13QBP + 

14 If you take Kt, Black mates in two moves. 

K to Q third 14 Kt to Q, Kt fifth -f- 

15 K moves 15 Q, x Kt, and wins. 

GAME III. 
Moves 1 to 7, as in Game 2. 

WHITE. BLACK. 

8 K to B second 8 The Kt to K B 3, is here rather 

stronger than the immediate -{- of the Q, ; still the latter 
may be risked, as in the following example, being the 
opening of a real game, played between Cochrane and De 
la Bourdonnais. (See No. 879, Chess Studies.) 

Q, to Kt seventh + 

9 K to his third 9 B to R third + 

10 K to Q third 10 QP two (best) 

11 K B x P 11 Q, Kt to R third 

12 Q B P one 12 QBP one 

13 K B x P + 13 K to his second 

14 K B to Q, Kt third 14 Kt to B fourth + 

15 K to B second 15 Kt x P 

10 Q to K B 16 Q B to K B fourth 

17 Q X Q 17 Q, Kt to K B seventh + 

18 Q P covers 18 P X Q 

19 K R to Kt 19 Q R to Q, 

20 B x B 20 Kt x B 

21 K R x P 21 Q, Kt x P 

22 Kt X Kt 22 B x Kt + &c 

GAME IV. 

Moves 1 to 6, as before. 

WHITE. BLACK. 

7 K Kt P X P (bad) 7 K Kt to B third 



COCHRANE GAMBIT. 



199 



FIRST MODE OF PLAY. 

8 Kt X K B P 8 Q P two 

9 If you take Q, P with K B, he x P with P. 
Kt x R 9KKtPxP 

10 Q, X P 10 Q, B + 

11 K to Kt 11 K B + 

12 QP two 12 K B x P + 

13 QBtoK third 13 Q to K eighth + wins. 

SECOND MODE OF PLAY. 

8 K B X B P + 8 K to K second 

9 K B to Q, B fourth 9 Q P one 

10 If you play Kt K B 7, he x P with P. If you afterwards 
play Q, K, you are mated in three moves ; or if you play K R P 1, 
you are mated in six moves ; and lastly, if you then take P with 
Q,, you lose Q,. 

If, again, at move 10, you take Kt P with Kt, he changes Kts, 
and plays K B Kt 2. If you then play K B K 2, Black gives 
mate in four moves ; and if, instead of this, you move Q, or K R, 
he wins by playing R to B. Finally, if at move 12 you advance 
K R P 1, he + with K R, and on your playing K K 2, mates in 
three moves. 

K Kt to Q, third 10 P X P 

11 Q X P (A.) 11 Q P one 

12 B x P 12 Kt x B 

13 P x Kt 13 Q, B + 

14 K to Kt 14 K E, + and wins. 

A. 

11 K Kt to B second 11QB + 

12 If you move K K, he plays QBKKt seventh, and after- 
wards K Kt Kt fifth. 

Kt x B 12 Q x Kt + 

13 K to K 13 Kt x K P, and wins. 

THIRD MODE OF PLAY. 

8 Kt X K Kt P 8 Kt x Kt 

9 P x Kt 9 Q P two 

FIRST DEFENCE. 

IOKBxP 10Q,BxP 

11 Q, to K 11 Q, to K R sixth + 

12 K to B second 12 K B + 

13 QP two 13 B x P + 

14 Q B to K third 14 Q to K B sixth + 

15 K to Kt 15 Mates in three moves. 

SECOND DEFENCE. 

10 P X P 10 Q, + at R sixth 

1 1 If you move K K, he X P with Q, B, winning Q, or mating 
in three moves. If you play K to Kt, he wins by moving K R Kt. 



200 



COCHRANE GAMBIT. 



K to B second 11 K B to K second 

12 If you move Q, to K, or K second, he plays K Q. If you 
play QKB, he forces your Queen. If you move KBK second, 
he + with B K R fifth ; and on your playing K to Kt, X P with 
Q, B ; afterwards placing R at Kt, if you x B with B, or play 
Q, K B. 

Q, to K B third 12 K B to Q B fourth + 

13 QP two 13 B x P + 

14 Q B to K third 14 Q, x 0, + 

15 K x 0, 15 B x Q Kt P, wins. 

FOURTH MODE OF PLAT. 

8 Q, to K 8 Q to K R sixth + 

9 If you play K to Kt, he wins K Kt. If you play K to B 
second, he -j- with K B, and on your K going to K second, ad- 
vances Q, P one. 

K to K second 9 Q, P one 

10 Kt x K Kt P 10 Kt x Kt 

11 P X Kt 11 B x P + 

12 K to B second 12 K B to K second 

13 If you go with K to Kt, he plays QBKB sixth. 
Q to K third 13 K B + 

14 K to Kt 14 Q, B to K B sixth, wins. 

FIFTH MODE OF PLAY. 

8 QtoK second (best) 8 QP one 

9 K Kt x K Kt P 9 Kt X Kt 

10 P X Kt lOQBxP 

1 1 If you move Q, to K third, he + with Q, B, and then plays 
R to Kt. 

Q, to K B second 11 Q B to It sixth + 

12 K to K 12 Q, X P + 

13 Q, to K second 13 Q x Q, 

14 K x Q 14 Q, Kt to B third, better game. 

SIXTH MODE OF PLAY. 

8 K R P one 8 P x K R P 

9 If you take P with B +, he moves K to K second, and on 
your B retreating, plays Q, to Kt sixth. If you move Kt Kt 
fourth, he changes Kts, then plays Q, K Kt sixth, and afterwards 
K R to Kt, and KBQB fourth. 

FIRST DEFENCE. 

9 Q P two 9 Q P one 

10 K Kt to Q, third 10 Kt to K R fourth 

11 Q, to K 11 K Kt + 

12 K to Kt 12 R to K Kt 

13 K to R second 13 Kt to K seventh, wins. 

SECOND DEFENCE. 

9 QtoK 9 Q, to K Kt fourth 

10 K Kt to Kt fourth 10 Kt X Kt 



COCHRANE GAMBIT. 



201 



11 P X Kt 11 Q x Kt P 

12 If you bring K R to Kt, he + with Q K B sixth, then changes 
Queens, and plays KBQB fourth. If you play K R R second, 
he moves K R Kt, and on your then playing R to B 2, advances 
P R 7- 

Q to K second 12 K R P two 

13 Q Kt to B third 13 K R to Kt 

14 Q x Q (B.) 14 P x 0, 

15 Ktto Q, fifth 15 K to Q, 

16 Q P two 16 Q, B P one 

17 Q Kt to K B sixth 17 K R to Kt third 

18 K P one 18 QP two 

19 K B to Q third 19 K Kt P one, and will win. 

B. 

14 K to K 14 K B to K second 

15 If you move K R to B, Black + with QKR fifth, and on 
your interposing Q, plays K R Kt seventh. 

Q Kt to Q fifth 15 Q, to K R fifth + 

16 If you move K to B, he plays Q, K Kt sixth. 
K to Q 16 QBP one 

17 Kt to Q B seventh + 17 K to Q 

18 Kt x R 18 QP two 

19 Q, to K 19 P X B 



20 


Q x Q 


20 B x 0, 


21 


Q P two 


21 Q B + 


22 


K to Q second 


22 K B to Kt sixth 


23 


K to Q B third 


23 P to R seventh 


24 


B to K third 


24 Q, B to K B sixth, 




THIRD 


AND LAST DEFENCE. 


9 


K Kt X K B P 


9 Q P two 


10 


K B x P 


10 Kt x B 


11 


Kt x R 


11 Q, to K Kt sixth 


12 


R to K Kt 


12 P to K R seventh 


13 


R X Q 


13 P Queens + 


14 


R to Kt 


14 Q B + 


15 


K to K second 


15 Q to R seventh + 


16 


K to Q third 


16 Kt to K B fifth + 


17 


K to K third 


17 Q Kt to B third 


18 


QBP one 


18KB + 


19 


Q, P two 


19 Castles 


20 


Kt to K B seventh 


20 R x Q P, wins. 



GAME V. 
Moves 1 to 6, as before. 

WHITE. BLACK. 

Q P two (best) 7 P X P + (best)— If he move 

K Kt B 3, you answer Q Kt B 3, and on his then playing 
Q P 1, may safely take K B P with Kt. 



202 



COCHRANE GAMBIT. 



8KxP 8 Q to R sixth + 

9 K to his Kt 9 K Kt to B third — It were 

better to play K Kt R 3. (See next game.) 

10 Kt x K B P (best) 

FIRST. 

10 Rook moves 

11 K Kt to its fifth, winning at least the exchange. 

SECOND. 

10 Kt X P 

11 Q, to K second, and wins. 

THIRD. 

10 K Kt P advances 

11 Kt attacks Q, — Might also play Bishop home. 

11 Q, to K R fifth 

12 K to Kt second 12 P x P 

13 R x P 13 Q, to K Kt fifth + 

14 Q x Q 14 Kt x Q, 

15 R X P, and ought to win. 

FOURTH. 

10 Q P two (best) 
11KB home 11 Q to K R fifth 

12 Kt x R 12 Kt x P 

13 Q to K second 13 K B to Kt second (A.) 

14 Q B P one 14 K Kt P advances 
15PxP 15QXP + 

16 Queen interposes, and ought to win. 

A. 

13 P to Kt sixth 

14 P x P 14 Q, x P + 

15 Bishop covers, and wins. 

GAME VI. 

Moves 1 to 9, as in Game 5. 

WHITE. BLACK. 

9 K Kt to R third (best) 

10 If you play Q Kt B 3, he also brings out Q, Kt B 3, and will 
maintain the Pawn. To take Kt is bad. If you play Q, B K B 4, 
he answers Q, P 1, and if you then retreat Kt Q, 3, he plays 
Q, Kt B 3. 

K B home (A.) 10 Q, to R fifth 

11 B x Kt 11 B x B 

12 Q, X P 12 B H He may also change Q, 

and move R K Kt, to which if you respond K B K 2, he 
answers B Q, B 8, and if you then move Q, R P 2, he wdns 
by K R P 2. 

13 K moves 13 Q x Q 

14 Kt x 0, 14 B x P, wins. 



COCHRANE GAMBIT. 



203 



A. 

10 Q, to her third 10 Q X Q 

11 P retakes Q, 11 Q P one 

12 B x Kt 12 B x B 

13 Kt x K B P 13 B + 

14 K to Kt second 14 R to B 

15 Pv to B 15 B x P, wins. 

Final Remark on Game VI., fyc. 
This defence, as here given, was first published in my Treatise? 
and was furnished by a member of the Bristol Club. It proves 
the fallacy of the Cochrane Defence ; the latter comprising the 
move for second player of K Kt B 3 ; but subsequent analysis 
has shown that the Cochrane Defence is of itself but a branch of 
a gambit given by Salvio, produced in a different order. Suppose 
then the following opening : — 

GAME VII. 

WHITE. BLACK. 

1 K P 2 1 K P 2 

2KBP2 2PxP 

3 K Kt to B 3 3 K Kt P 2 

4 K B to Q, B 4 4KKtPl 

5 K Kt to K 5 5 Q + 

6 K to B 6 K Kt R 3— This is given as 

the soundest move here, by Salvio. 
7QP2 7PtoKB6 (best) 

Here we arrive at the Cochrane Gambit, and as Jaenisch justly 
remarks, by even a better order of moves for Black ; since by 
moving K Kt R 3, before P K B 6, he avoids those variations, 
which though really in his favour, are so difficult to pass through 
unscathed. The game before us may proceed thus : — 
In the first place, 

8 P X P — If you play Q, K, he changes Q, and X P with P. 
If you move Q, B K B 4, which Jaenisch considers best, he X P 
with P +, and on your retaking with K, moves Q, P 1. 

8 Q, P one 

9 Kt X Kt P 9 Kt x Kt 

10 P X Kt 10 Q, B x P 

11 Q to Q third 11 B to K R 6 + 

12 K to K second — He now gets better game ; both by B K 
Kt 7, and K R K Kt. 

In the second place, 
8 B x Kt 8PxP + 

9KxP 9 QtoKR6 + 

10 K to B 2 — If you play K K Kt, we form the variation of the 
Cochrane Gambit just examined. 

10 B X B 

11 Kt x Kt P— If you take P with Q, his B + K 6. 

11 Q, P two 



204 



COCHRANE GAMBIT. 



12 Kt x B 12 Qto K R fifth + 

13 K to Kt 13 Q, x Kt 

14 K B x P 14 QK6+, wins. 

In the third place, 

8 K Kt P one 8 Q, + 

9 K to B second 9 Q to Kt 7 + 

10 K to K third 10 K B P two (best) 

11 The game is lost. If you play K Q, 3, he x P with P +, 
and on your retaking, moves Q, P 2 +, which your B takes, and 
he plays P K B 7 +• This fine train of moves is by Silber- 
schmidt. 

Q, Kt to B 3 (A.) 11 QBP1 (best) 

12 K B to Q, third— If you move K Q, 3, he plays Q P 1, and 
then if your QB x Kt, his Q P x Kt. 

12 Q, P one 

13 K Kt to Q, B 4 13 P x P 

14 Q Kt x K P— If you take K P with B, his Kt + . 

14 Kt + 

15 K to B fourth 15 B + 

16 Kt covers 16 Castles, wins. 

A. 

11 P X P (or B.) 11 Q P one 

FIRST REPLY. 

12 Kt to Q third 12 Kt x P + 

13 K to K fourth 13 P to K B 7 + 

14 K to B fourth 14 B to K R 3 + 

15 K x Kt P 15 Kt to K 6 + 

16 K moves 16 Q, mates 

SECOND REPLY. 

12 K B to K B 12 Kt x P + 

13 K to K 4— If K K B 4, he mates in seven moves. 

13 Q P + 

14 K K B 4— Tf K x P, his Q B P +, and on your returning 
K K 4, he plays Kt Q, 3 +, then you play K K 3, and he wins 
by Q, x P. 14 K B R 3 + (best) 

15 K X P 15 R + 

16 Kt K Kt 6 16 R x Kt + 

17 K to R 5 17 Kt x P + 

18 Kto R4 18 Kt + 

19 K to R 5 19 Q, mates 

B. 

11 Kt to Q third I] P X P 

12 Kt to K B fourth 12 Kt + 

13 K x P 13 Q, to K B 7, wins. 

The fine game certainly acquired by Black, through moving 
K Kt R 3, as just developed, furnishes additional proof to that 
already supplied in our past pages, that when at move 4, Black 
attacks Kt with P, your best resource is to adopt the Muzio Gambit. 



205 



CHAPTER XVI. 

SALVIO GAMBIT. 

The Salvio Gambit, or rather Defence to the Gambit, is first 
found in Salvio's Treatise. Leaving a Pawn and Rook to be 
taken at will, Black sallies forth with Knight, and should White 
greedily grasp the offered spoil, second player forms an attack 
which can hardly be resisted. The Salvio counter-attack maybe 
compared to a general suffering the enemy quietly to pillage his 
tents, while he turns the fortunes of the day, by centralizing his 
whole force in one irresistible charge, like that of the French at 
Marengo. Still the Salvio Defence is unsound, as will be pre- 
sently proved. 

GAME I. 

WHITE. BLACK. 

1 KP two 1 K P two 

2 K B P two 2 P x P 

3 K Kt to B third 3 K Kt P two 

4 K B to Q, B fourth 4 Kt P attacks Kt 

5 Kt to K fifth 5 Q + 

6 K to B 6 K Kt to B third— This move 

introduces the Salvio Gambit. He should rather play 
K Kt R 3, as elsewhere shown by Salvio ; and as I have 
given at the end of the Cochrane Gambit. In the present 
game, you are presumed to commit the error of taking 
KB P. 

FIRST MODE OP TAKING. 

7 Kt x K B P 7 Q P two 

Black wins two pieces, &c. for Rook. 

SECOND MODE OF TAKING. 

7 B X P + 7 K to his second — His best 

move, substituted by Philidor for that of Salvio, which is 
K to Q (A.) 

8 K B to Q Kt third 8QP attacks Kt 

9 Q Kt to Q, third 9 K Kt to R fourth 

10 Q to K 10 K Kt P advances 

11 K to Kt 11KB to Kt second 

12 Q, B P one 12 Q, to K Kt fourth 

13 K B to Q, 13 Q, B to Kt fifth 

14 B x B 14 Q retakes B 

15 K R P attacks Q, 15 Q, to K Kt third 

16 Q to K second 16 Q, Kt to Q, second 

17 KKttoK 17 Q R to K 

18 QP one 18 K to Q, 

19 Q to K Kt fourth 19 QP advances 

20 K Kt to B third— Black for choice. 



206 



SALVIO GAMBIT. 



A. 

7 K to Q, (inferior) 

FIRSTLY. 

8QP two (best) 8 Kt x P 

9 Q, to K (best) 9 Q X Q + (best) 

10 K X Q, 10 Q, P one 

11 K Kt to Q third 11 K B P advances 

The game is equal. You must regain P. 

SECONDLY. 

8 K B to Q Kt third 8 K Kt to R fourth 

9 Kt + 9 K home 

10 Kt x R 10 Kt + 

11 If you move K to Kt, he -f with B, and on your covering 
with Q, P, X P with B, afterwards winning Queen, by divergent 
+ of Kt. 

P X Kt 11 Q, x B + 

12 K to his second 12 P +, and wins. — At move 8, 

you had better have placed B at QB 4, but Q, P 2 is 
stronger. 

GAME II. 
Motes 1 to 6, as in Game 1. 

WHITE. BLACK. 

7 Q, to K (best)— If he push K Kt P, you take P with B +, 
and then retire Kt K B 3. 7 Q X Q + (best) 

8 K x 0, 8KtxP (best) 

9 K B X P + 9 K to his second (best) 

10 K B to Kt third— Philidor plays B thus, while Ponziani 
justly prefers moving it K R 5, as in Variation. 

10 K Kt to B third 

11 Q P two 1 1 Q, P attacks Kt 

12 Kt to Q, third (best) 12 Gambit P one 

13 P x P 13 P x P 

14 K to B second 14 Q B to Kt fifth 

15 Q, B to Kt fifth 15 Q, Kt to Q second 

16 Q, Kt to Q, second 16 QRtoK 

Even game. White must regain Pawn. 

Variation on Move 10. 

10 B to K R fifth (best)— Should he push, in reply, Gambit P, 
you advance K Kt P. 10 K Kt P one 

11 K R P one 11 Q P one 

12 Kt to Q, third 12 K B to R third 

13 Q Kt to B third 13 Kt X Kt— If he retreat Kt 

K B 3, you move KBB3; and on his then playing 
QBP1, play Q, Kt K 2, with the better game. 

14 Q, P retakes Kt 14 K R to K B 

15 K R to K B 15 Q B to K B fourth 

16 Kt X P (best) 16 B x Kt 



CUNNINGHAM GAMBIT. 



207 



17 B X B 17 K R to K Kt— If he take P, 

he loses R. 

18 B X Q, P + 18PXB 

19 R X B 19 K R to Kt second 

20 K B to B third 20 Q, Kt to Q B third 

21 B X Kt 21 P X B 

You have a Pawn, and the better game ; which proves the inva- 
lidity of this particular form of the Salvio Defence to the Gambit. 

CHAPTER XVII. 

CUNNINGHAM GAMBIT. 

From the nature of this brilliant opening, it rarely arises, unless 
by mutual agreement, being founded on unsound play on both 
sides. Philidor designates this debut as the Cunningham Gam- 
bit, from its having been practised by an English chess-player of 
that name ; while earlier writers, as Bertin and Stamma, with 
greater correctness, term it the Three Pawns Gambit; from its 
construction involving the sacrifice of three Pawns. 

The Cunningham Gambit abounds in curious and lively situa- 
tions. The defence is difficult, unless its routine be strictly 
adhered to, in which case the attack dissolves, and the sacrifice 
of the Pawns costs the game. The power of the assault, and 
the value of one move, are eminently demonstrated by the fact, 
that if White could castle, as in Italy, leaping King at once to 
the corner, the Cunningham attack would be strictly sound. 
Ponziani at one time thought otherwise, and in his first edition 
gives a perfect defence for second player, even suffering White to 
castle after the Italian method. Pratt quotes this in his edition 
of Philidor, but was not aware that Ponziani had offered the 
strongest proof of recantation, by his later analysis in edition of 
1782, in which the first player gets the better game. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2PxP 

3 K Kt to B third 3 K B to K second 

4 K B to Q, B fourth (best) 4 B + 

5 K Kt P one (inferior) 5 P x P 

6 Castles 6 P X P + 

7 KtoR 7KB to K second— If he move 

Q, P one, you equally win by taking K B P. If he play 
K Kt R 3, you reply Q, P 2. 

8 K B x P + 

FIRST DEFENCE. 

8 K X B 

9 K Kt to K fifth, double + —If he answer with K to his 
third, you + with Q K Kt4, and if he take Kt, you mate with Q, in 
two moves. 9 K home 



208 



CUNNINGHAM GAMBIT. 



10 You may now win Q,, by attacking with Kt K B 7, or 
Q + 10 Kt P covers 

11 Kt X K Kt P 11 K Kt to B third (best) 

12 R x Kt 12 B x R (if) 

13 Gives Checkmate in six moves. 

SECOND DEFENCE. 

8 K to B 

9 Kt to K fifth 9 K Kt to B third 

10 K B to Q, Kt third 10 Q to K 

11 Kt to K B seventh 11 R moves 

12 K P advances 12 Q P two 

13 P X Kt 13 P x P 

14 K B x P 14 Q B to K Kt fifth 

15 Q, to K 15 Q B to K R fourth 

16 QP two— You might also move K Kt to K R 6. 

16 B x Kt 

17 B + 17 R interposes 

18 Q Kt to B third 18 B x B + 

19 Kt X B 19 Q to K B second— If he play 

Q, to Q, B 3, you mate in two moves. 

20 Kt x B 20 Q X Kt 

21 Q, x Q + 21 K X Q, 

22 B x Rook, and ought to win. 



GAME II. 
Motes 1 to 7, as before. 

WHITE. BLACK. 

7 B to K B third— If he move 
Q, K 2, you answer Q, Kt B 3, and on his then playing 
QB PI, push Q, P 2. 
8 K P advances — You may vary attack by Kt K 5, and on B 
then X Kt, you play Q K R 5. Von Der Lasa goes into this at 
great length. 8 Q, P two 

9PXB 9KKtxP 
10 K B to Q, Kt third 10 Q, B to K third 

FIRST REPLY. 



11 QPone 

12 Q, B to K B fourth 

13 Q, B x P 

14 Q Kt to Q second 

15 Q, to K second 

16 Q x Kt 

17 0, x 0, + 

18 Q, R to K 



11 K R P one (best) 

12 QBP two 

13 Q, Kt to B third 

14 K Kt to its fifth 

15 Kt x B 

16 Q to Q Kt 

17 R x Q 

18 K to Q second, better game. 



11 QP2 



SECOND REPLY. 

11 KKt to K fifth 



CUNNINGHAM GAMBIT. 



209 



12 Q B to K B 4 12 K B P 2 

13 Q Kt to Q second 13 Q to Q second 

14 Q B P 2 14QBP1 

15 P x P 15 P X P 

16 Q R to Q, B 16 Q, Kt to B third 

17 Kt x Kt 17 K B P x Kt 

18 Kt x P 18 Castles K R 

19 Q, to her second — White for choice. 

GAME III. 
Moves 1 to 7, as before. 

WHITE. BLACK. 

7 Q P two (best) 

8 If you take P with P, he retreats B to K B 3, getting a safe 
game. 

B x P (best) 8 K Kt to B third 

FIRSTLY. 

9KBxP+ 9KxB 

10 Kt x B 10 K R to K B 

11 If you move K P 1, he + with Q, at her 4, and on your cover- 
ing with Kt K B 3, he plays K Kt R 4 ; afterwards replying to 
your move of Q, B P 2, with Q to Q B 3. 

QP two (best) 11 K to Kt 

12 Q B to Kt fifth 12 Kt x K P (skilful) 

13 Q B x Q 13 R x R + 

14 Q x R 14 Kt to Kt sixth + 

15 K x P 15 Kt x Q + 

16 K to Kt 16 Kt to K sixth 
Black has won a Pawn, and has the better situation. 

SECONDLY. 

9 If you take B with Kt, he X B with Kt. 
KBtoQ Kt third 9 K Kt x P 

10 Q to K second 10 Same 

11 K B x P + 11 K to B 

12 Q x P 12 Kt to Kt sixth -f- 

13 K to Kt second 13 Kt x R 

14 Q x B 14 Q x Q 

15 Kt x 0, 15 K x B 

16 K x Kt 16 B + 

17 K to B second 17 Q Kt to B third 

Black has won the exchange and a Pawn. 

GAME IV. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 P x P 

3 K Kt to B third 3 K B to K second 

4 K B to Q B fourth 4B + 

5 K to B (best) 



210 



CUNNINGHAM GAMBIT. 



In the first place, 
5 Q P one 

6 Q P two 6Q to K B third 

7 K P advances 7 P X P 

8 P X P 8 Q, to K second 

9 Q B x P 9 Q B to K Kt fifth 

10 Q, Kt to B third 10 Q B P one 

11 Q, Kt to K fourth, with the better game. 

In the second place, 

5 K B to Kt fourth 

6 QP two 6 Q P one 

7 Kt x B 7 Q, x Kt 

8 Q, to K B third, with a fine game. 

In the third place, 

5 K Kt to R third 

6 Q P two 6 K Kt to its fifth 

7 0, to K second 7 Kt to K B seventh 

8 Kt X B 8 KtxR 

9 K Kt to B third 9 Kt + 

10 P x Kt 10 P x P 

11 Q, B to K B fourth, then X P, and ought to win. 

GAME V. 
Moves 1 to 4, as in Game 4. 

WHITE. BLACK. 

5 P covers 5 P X P 

In this game I introduce Ponziani's Defence, and allow White 
to Castle after the Italian method ; being the only instance 
throughout this volume in which I permit a similar latitude. 

6 Castles, K to corner, and K R to K B — By being allowed to 
move K in castling at once to Rook's square, you considerably 
strengthen your attack ; but Ponziani's moves would not be 
equally applicable, unless I here grant this licence. 

6 Q, P 2 — Against this defence 
you get slightly the better game, because your K is at R ; 
but observe that if your King were now on K Kt sq, as he 
would be according to the English law of Castling, this 
move of Q, P 2 would give Black a defence fully satisfac- 
tory. The student will therefore adopt the following 
system, as far as possible, to what the position would be, 
were White K now on K Kt. 

7 K B x P 7QBtoR 6— If he move Q 

B P 1, your B x K B P +, with a fine attack. 

8 P X P — Ponziani here says, " I present this in preference 
to Kt x B, on account of the uncertainty, and vastness of the 
combinations arising in the latter case. Nor should you take 
Q Kt P with B, because Black would + with P." 



bishop's gambit. 



211 



FIRST DEFENCE. 

8 B x R 

9QXB 9BxP (best) 

10 B X Q, Kt P 10 Q Kt to Q second 

11 B x R 11 Q, X B 

12 Q P one 12 K Kt to B third 

13 Q, B Kt 5, then Q, Kt B 3, with better game. 

SECOND DEFENCE. 

8 K B x P 
9 B x 0, Kt P 9 Q to K B 3 

10 QP one 10 Q to K Kt third 

11 R to K Kt 11 K Kt B 3 — If he move Q, 

KR4, your R x B. 

12 Q, B to K B fourth 12 K Kt to R fourth 

13 B x B 13 Kt x B + 

14 R x Kt 14 Q, X R 

15 Q to K second 15 K Kt P 2— If he sally forth 

with Q, Kt, your B X R. 

16 Q, Kt to Q, second 16 K Kt P 1 

17 Q, to K R 2, and must win. 

THIRD DEFENCE. 

8 Q, B P one 

9BxKBP+ 9KXB (best)— If he retreat 

K, your Kt x B. 

10 Kt to K Kt 5 + 10 K home 

11 Kt X B 11 B X P 

12 Q, + 12 P covers (best) 

13 Q to K B 3 13 Q to K R 5 

14 Kto Kt2 14 K B to Q 3 

15 QP 1, with better game ; threatening Q, K B 7 +? an d then 
QBKKtS. 

CHAPTER XVIII. 

BISHOP'S GAMBIT. 

The strongest methods of pursuing the attack, in this beautiful 
opening, were never developed until the publication of my Trea- 
tise. The experience of long years has, however, materially 
shaken my confidence in its merits, as to soundness of attack, if 
properly opposed ; and I now class the Bishop's Gambit with 
every other variation of the King's Gambit, except the Muzio 
sacrifice, as being legitimately lost for White ; since Black can 
certainly maintain a winning preponderance, through being 
enabled to keep the Gambit Pawn. The Bishop's Gambit is so 
styled, from the Bishop's being brought out by White at the third 
move, instead of Knight. The defence is still so exceedingly 
complicated, that the attack may be fairly risked, except between 
first-rate players. 

p 2 



212 



bishop's gambit. 



GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 P X P 

3 K B to Q, B fourth 3 K Kt P two (bad)— Pawn can- 

not thus be guarded as in the Knight's Gambit. 
4KRP two— Should Black now guard P with K B P, you 
mate in five moves ; chg with Q, consecutively at R 5, and K B 7> 
and then chg with K P. If he take, instead, P with P, you may 
push Q, P 2, or play Q, K R 5. Should he advance K Kt P, you 
push Q, P to its extent. If he play K B K second, you may change 
Pawns, and then attack B with Kt at K B 3. Should he move 
K B R 3, you place Q K R 5. 

FIRST DEFENCE. 

4 K B to Kt second — If he play 
K R P I, you answer Q, P 2, and on his then playing 
K B Kt 2, you take P with P, as in present Variation. 



5 


Q, P two 


5 K R P one 


G 


P X P 


6 P x P 


7 


R X R 


7 B retakes R 


8 


Q, to K II fifth 


8 QtoKB third 





K P attacks Q, 


9 Q, to Kt second 


10 


K Kt to R third- 


—White for choice. 



SECOND DEFENCE. 

4 K R P two 
5PXP 5QxP 

6 K Kt to B third — Should he answer by chg, you retreat K 
to B ; and if he, instead, move Q, K 2, you play Q, Kt B 3. 

6 Q X Kt P 

7 R to Kt 7 QtoKR sixth 
8BxP+ 8 K to Q, (best) 

9 B X Kt, and White ought to win. 

GAME II. 

WHITE. BLACK. 

1 K P two 1 Same 

2 K B P two 2 P x P 

3 K B to Q B fourth 3 K B P two (safe) 

4 Q, Kt to B third — You may also play Q, K 2, and if his Q, +, 
you move K Q,. Should Black now take P with P, you + with Q,. 
If he play K Kt B 3, you advance K P, and on his playing Kt K 5, 
or Kt 5, you get a fine game by K Kt B 3. 

4 Q + (best) 

5 K to B 5 K Kt to B third (inferior) 

6 K Kt to B third 6 Q, to K R fourth 

7 K P advances 

FIRST DEFENCE. 

7 Kt to K fifth 



bishop's gambit. 



213 



8 Q, Kt to Q, fifth — Then, should he play K to Q, you take 



r^nmViif P with Kt 
vxdiiiuiL i wilii xv i. 


S Kt in Kt eivfli _1_ 

O XV L LU XV L blXLU -p 


Q K tr, Kt 
if XV lu XVI 


Q Kt v P 

V lit A Xv 


i n T^t v n p p j_ 


10 KMO 

11/ XV LU V£ 


1 1 17+ f> P 
1 1 XV I X W/ -tv 


11 K Kt tr, Kt giy+Ti 
J 1 XV XV G IU XVI blXlII 


19 P v 

Xw XT X -IV I 


19 p v p 

1.6 XT X X 


Id V^J, X IWO 


lO XV XJ LO xv becoiiu. 


14 O R tnlf R •fnnvfTi Nnw 

11 v£ XJ LU XV XJ IOU1 til — llUW 


if he move K B R 5, you play 


K Kt Kt 5. 


14 Q, to K Kt fifth 


15 Kt to K Kt fifth ' 


15 Q x Q B 


16 Kt to K B seventh + 


16 K home 


1 7 Q, to her third 


17 KBtoQ 


18 K Kt + 


18 K to B 


19 R attacks Q 


19 Q, to K R fifth 


20 R X K B P +, and White must win. 



SECOND DEFENCE. 

7 Kt to K Kt fifth 

8 Q, P two 8 If he move K Kt P 2, you 

answer with K R P 2, and then play either King to Kt, or 
Q, Kt to Q, 5, — or K Kt P 1, according to circumstances. 

Kt to K sixth 

9 B x Kt 9 P X B 

10 Ktto Q, fifth 10 K to Q 

11 Kt X P at K 3, with a fine game. 

GAME III. 
Moves 1 to 5, as in Game 2. 

WHITE; BLACK. 

5 P x P, justly preferred by 
Jaenisch and Von Der Lasa. 

6 Q Kt X P 6 QBP one 

7 Q, to K 2 (or A.) 7 K to Q 

In the first place, 

8 B x Kt 8RxB 

9 K Kt to B 3 9 Q to K 2 

10 Q P 2 10 QP2 

11 Q, Kt to K Kt 5 11 KRP 1 
12QxQ+ 12 B x Q, 

13 Q Kt to K B 7 + 13 K K 

14 Q, Kt to K 5 14 K Kt P 2, better game. 

In the second place, 

8 K Kt B 3 — Lewis erroneously supposes that this move proves 
Jaenisch's P x P, at Black's fifth move, fallacious. 

8 Q, K 2— If Q, K R 4, you play 
Q, Kt K Kt 5 ; and if he then answer Q, P 2, you move 
K Kt K 5. 

9 Q, Kt K Kt 5 



214 



bishop's gambit. 



FIRST DEFENCE. 

9 

10 Q x Q + 10 K x Q— If K B x Q, you 

move KBQ3. 

11 K B to Q 3 11 KRP1 

12 K Kt to K 5 12 K to B 3 

13 Q, Kt to B 7 13 K B to Q 3 

14 Q Kt X R 14 B x Kt 

15 Kt to K Kt 6 15 K B to Q 3 

16 KK, with the better game. 

SECOND DEFENCE. 

9 Q X Q + (best) 

10 B X Q— If he answer this with K Kt R 3, you move Q P 2, 
and if he then play KBQ3, you reply K Kt K 5. 

10 K K (best) 

11 K Kt to K 5 

FIRST REPLY. 

11 K R P 1 

12 Q, Kt to K B 7 12 QP1— If KRR2,youmove 

KBQ3, 

13 Kt x R 13 P x Kt 

14 B +> with better game. 

SECOND REPLY. 

11 QP 1 

12 K Kt to B 7 12 K B to K 2 

13 Q, P 2 13 K R P 1— If B X Kt, you 

take B. 

14 Kt X R 14 P X Kt 

15 Kt to K Kt 6 15 K B B 3 

16 QBP1 16 K to B 2 

17 KBQ3, then K R P 2, with better game. 

THIRD REPLY. 

11 K B to K 2 (best) 

12 K Kt to B 7 12 B x Kt 

13 Kt x B (best) 13 K R P 1— Here lies the error 

of Lewis. Black, instead of this feeble move, should 
answer K Kt B 3, with even game. 

14 B + 14 K to K 2 

15 Kt to K B 7 15 K Kt to B 3 

16 Kt x R 16 Kt x B 

17 Kt to Kt 6 + 17 K to B 3 

18 Kt to K R 4 18 K Kt P 2 

19 Kt K B 3, with the better game. 

A. 

7 K Kt to B 3 (inferior) 7 0, to K 2 

8 K to B 2 8 Does not now move Q, P 2, 

as supposed by Lewis, but gets a safe game by K Kt B 3. 



bishop's gambit. 



215 



GAME IV. 

WHITE. BLACK. 

1 KP2 1 KP2 

2KBP2 2PxP 

3 K B to Q B 4 3 Q, P 2— Von Der Lasa con- 

siders he may risk this. If he here move Q, B P 1, you 
answer Q, P 2, and on his then playing Q P 2, change 
Pawns and move K B Kt 5 + 
B x P— If you take with P, he plays QKR5 -f , and 



then P K B 6. 


4 K Kt B 3 


5 Q, K 2 (best)- 


-If Q, Kt B 3, he plays K B Kt 5. 


5 Kt x B 


6 P x Kt + 


6 K B to K 2 


7 Q to K B 3 


7 B to K R 5 + 


8 P in 


8 P x P 


9 P X P 


9 K B to Kt 4 


10 Q, Kt B 3— The game is even. 



GAME V. 

WHITE. BLACK. 

1 K P 2 1 K P 2 

2KBP2 2PXP 

3 K B to Q, B 4 3Q + (best)— Kieseritzkij tells 

me he considers it also sound to advance Q, Kt P 2, and 
then whether you play KB X Kt P, or K B Q, Kt 3, he 
moves Q, K R 5 + and Q, B Kt 2. 

4 K to B 4 K B Q, 3— Kieseritzkij sends 

me this as a defence that may be risked. To me it seems 
weak, from the unnatural position his K B fills. 

5 K Kt to B 3 5 Q, to K R 4— Kieseritzkij con- 

siders he may also retreat QK2. 

6 K P one 6 K B x P 

7 0, to K 7KBP1 

8 Q P 2 8 Q, P 1 

9 Q B x P 9 K Kt to K 2 

10 P x B 10 K B P x B 

11 Q B to K Kt 3 11 Q, B to Kt 5— Black has lost a 

piece for two Pawns and some attack. 

GAME VI. 

WHITE. BLACK. 

1 K P 2 1 K P 2 

2KBP2 2PxP 

3 K B to Q, B fourth 3 Q + (best) 

4 K to K B 4 K B to Q, B fourth (weak)— 

If he play here K Kt B 3, you move K Kt B 3, prior to 
advancing K P. 

5 Q, P 2 5 K B to Q, Kt third 

6 K Kt to B third 

In the first place, 

6 Q, to K Kt fifth 



216 



bishop's gambit. 



7 K B X P + 7 K to K B 

8 K R P one 8 Q to Kt sixth 

9 Q Kt to B third 9 K x B 

10 Q, Kt to K second 10 Q to Kt third 

11 Kt +? and wins Q,. 

In the second place, 

6 Q K R 3— If Q K R 4, you 
may either x P with Q, B, or push K P. If he play 
QKB3, you advance K P. 

7 You may here get the better game by Kt K 5 ; or as still 
stronger, 

K Kt P one 7 Q, to K R 6 + 

8 KtoB 2 8PxP + 

9 P X P 9 Q, to K Kt 5 

10 K B x P + 10 K to B 

11 R K R 4, and wins. 

In the third place, 

6 Q, to K 2 
7QBxP 7QXP 
8KBxP+ 8 KtoB 

9 Q B to K Kt 3 9 K Kt to R 3 

10 Q, Kt to B 3 10 Q to K 2 

11 K B to Q, Kt 3 11 QBP one 

12 Q, to Q, 2, with a winning position. Von Der Lasa makes 
him reply with Q P 2, and then for White, plays Q, R K. You 
might also answer Q, P 2, by taking Q, Kt with B, for if Q, R 
retake, you move Q, K B 4 +• 

GAME VII. 

WHITE. BLACK. 

1KP2 1KP2 
2KBP2 2PxP 

3 K B to Q B 4 3Q + 

4 K to B 4 Q, to K B 3 (inferior) 

5 Q, Kt to B 3 (best) 

FIRST DEFENCE. 

5 K Kt to K 2 

6 Q P 2 6 Q P one 

7 K Kt to B 3 7 K Kt P 2 
8KRP2 8KRPone 
9 K P one 

In the first place, 

9 Q to K Kt 2 

10 R P X P — This is Von Der Lasa. Jaenisch plays Q, Kt to 
K 4. Either move seems strong enough to win. 

10 R P x P 

11 R X R 11 Q x R 

12 Q, Kt to K 4 12 Q P x P 

13 Q P X P 13 Q to K R 8 + 



bishop's gambit. 



217 



14 Kt covers 14 Q, Kt to Q, second 

15 Q, Kt x K Kt P 15 Q Kt X K P 

16 Q, to K 2, with better game. 

In the second place, 
9 Q, P X P 

10 Q P X P 10 Q to K Kt 2 

11 Q Kt to K 4 11 Q Kt to Q, 2 

12 P x P 12 P x P 

13 R x P 13 Q x R 

14 Q Kt X P — You have the better game. If he now move 
Q, K R 8 +, you do not cover with Kt, as taught by Jaenisch, 
but move K K B 2, threatening to mate in two moves, if he take 
Q, with Q,. 

SECOND DEFENCE. 

5 Q B P one 

6 Q,P 2 — Jaenisch considers you equally get the better game 
by Q, K B 3 ; but Von Der Lasa shows the result would be an 
even party. 6 Q, P one 

7 K Kt B 3 7 K Kt P 2 

8 K R P 2 8 K R P one 

9 K P one 9 Q, P x P 

10 Q P X P 10 Q to K Kt 2 

11 Q, to Q 4 (best) 

FIRST REPLY. 

11 Q, B K B 4— If he move K B 
K 2, you win by advancing K P one. 

12 P X P 12 P X P 

13 R X R 13 Q, x R 

14 Kt X P 14 Q, + 

15 Q, covers 15 Q, X Q + 

16 K X Qj with better game. 

SECOND REPLY. 

11 Q, Kt to Q, 2 

12 P x P 12 P x P— IfheplayKBQB4, 

your Q, X P. 

13 R x R 13 Q X R 

14 K P one (best) 14 Q + 

15 Q, covers 15 Q, X Q, + 

16 K X Qj with the better game. 

GAME VIII. 

WHITE. BLACK. 

1 K P 2 1 K P 2 

2KBP2 2PxP 

3 K B Q, B 4 3Q + 

4 K to B 4 Q P one (inferior) 

5 Q, B P one — Weak ; unless your adversary replies Q, B Kt 5, 
when you win by Q, Q, Kt 3. 5 K Kt P 2 



218 



BISHOP S GAMBIT. 



6 K Kt to B 3 6 Q, to K R 4 

7 KRP2 7 K B to K Kt 2 

8 If you move Q, P 2, he answers with KRP 1, and on your 
then playing K to Kt, retreats Q, K Kt 3. 

K to Kt 8PxP — J aenisch proposes 

this as his best. 
9QP2 9PtoKR6 

10 Q B x P— If K B K 2, he plays Q K Kt 3, and if you then 
move Kt R 4, answers Q, K Kt 6. 

10 Q to K Kt 5 

11 Q to Q 2 11 QxP + 

12 Q x 0, 12 P x Q 

13 K x P — Black has Pawn, but White for choice. 

GAME IX. 
Moves 1 to 4, as in Game 8. 

WHITE. BLACK. 

4 Q, P one (weak) 

5QP two— If you here play Q Kt B 3, he answers Q, B K 3. 
You may move Q, K B 3, as in next game. 

FIRST ANSWER. 

5 Q, B Kt 5 (bad) 

6 K Kt B 3— You may also move Q Q 3. 

6 K Kt P 2 

7 Q, Kt to B 3 7 Q to K R 4 (A.) 
8KRP2 8KRP1 

9 K to B 2 9 K B to Kt 2 (B.) 

10 K R P x P 10 B x Kt 

11 P x B 11 Q, x Kt P 

12 Q, Kt to K 2 12 Q, Kt to B 3 

13 Q, B P 1 — You have the better game. 

A. 

7 B X Kt 

8QxB 8 K Kt to K 2 

9 K Kt P 1 9 Q + 

10 K to B 2 10 Q Kt B 3— If he play P x P 

+, you retake with P. If he move, instead, K B Kt 2, 
you play Q, Kt K 2, or to Q Kt 5. 

11 Q Kt K 2 11 K Kt Kt 3 

12 P X P, with the better game. 

B. 

9 B X Kt 

10 P X B 10 K Kt to K 2 

UKRPxP 11 Q X Kt P 

12 Q Kt to K 2 12 K Kt to Kt 3 

13 Q, B P 1, with the better game. 



bishop's gambit. 



219 



SECOND ANSWER. 

5 Q B K 3 — First given by 
Jaenisch, who considers it best. 
6 Q, to Q, 3 (or C.) 6 B x B — If he move K Kt B 3, 

you change Bishops, and play K Kt B 3, after which, on his 
moving Q, K Kt 5, your Q, Q, Kt 5 +, and then Qx Q, Kt P. 
7QXB HBP 1— If he play Q K 2, 

you bring forth Q Kt B 3. 

8 Q Q Kt 3— If K Kt B 3, or Q, Kt B 3, he gets the better 
game by retreating Q K B 3, and then K Kt P 2. 

8 Q, K 2— If he play Q Kt P 1, 
you answer Q, K R 3. 

9 Q, B x P (best) 9 Q X P — In answer, White 

should get better game by K Kt K 2. 

10 Q x Q Kt P 10 Q x B + 

11 Kt covers 11 Q, + 

12 K to B 2 12 Q x R 

13 Qx R 13 Q to Q B 8 

14 Q x Kt + 14 K to K 2 

15 Q to Q, Kt 3 15 K KtB 3 

16 Q, K 3 H Even game. 

C. 

6 B x B (best) 6 P X B 

7 Q, to K B 3 7 K P 1— If he move K Kt P 2, 

you reply K Kt P 1. 
8QPxP 8PxP 
9 Q, Q, Kt 3, with a good game. 

GAME X. 
Mores 1 to 4, as in Game 8. 

WHITE. BLACK. 

4 Q P 1 (weak) 

5 Q, K B 3— Given as best by Jaenischand Von Der Lasa. It 
was first printed in Cozio. 

FIRST REPLY. 

5QKB third 

6 QP 1 6 K Kt P 2 
7KRP2 7KRP1 
8PxP 8PxP 
9RxR 9QxR 

10 K Kt P 1 — You recover P with fine game. If he play 
Q, B +, you move K K ; or if he play 

10 Q K R7 
HPxP 11QXQBP 
12 Q, Kt R 3, with better game. 

SECOND REPLY. 

5 K Kt P 2 

6 K Kt P 1 6 Q to K Kt 5 — If he move 

Q K R 3, you x P with P, and then advance QP 1. 



220 



BISHOP S GAMBIT. 



7 Q, P 1 (best) — If you change Queens and then move Q,P 1, 
he x Kt P with P, and on your retaking with R P, plays 
K B Kt 2. 7 K B R 3— To change Queens 

certainly loses him the Pawn. 
8QxQ 8BxQ 
9 KRP2 9 K Kt P x P 

10 Q, B x P, or P x Pj and you have the better game. 

GAME XI. 





WHITE. 


BLACK. 


1 


K P two 


1 K P two 


2 


K B P two 


2 P x P 


3 


K B to Q, B fourth 


3 Q + (best) 


4 


K to B 


4 K Kt P two (best) 


-5 


K Kt to B third 


5 Q, to K R fourth (best) 


G 


K R P two 


6 K R P one (weak) 


7 


Q Kt to B third 


7 K Kt to K second 


8 


Q, P two 


8 Q, P one 


9 


K to Kt — Your last move 


s may also be ti'ansposed ; and if 



he attack Kt with Q, B, you move up K to B second. 

9 K Kt P moves 



10 K Kt to K, and White soon regains P, with good game. 



GAME XII. 





WHITE. 


BLACK. 


1 


K P two 


] K P two 


2 


KBP two 


2 P X P 


3 


K B to Q, B fourth 


3Q + 


4 


K to B 


4 Q P one 


5 


Q P two 


5 K Kt P two (if) 





K Kt to B third 


6 Q, to R fourth 


7 


K R P two 


7 K B to R third — Some writer 



(including Sarratt) appear to rely upon this ; but they all 
unite in making you now play K to Kt, which vitiates the 
attack. 
8 Q, Kt to B third (best) 



FIBST DEFENCE. 

8 Q, B attacks Kt 
9 K to B second 9 B x Kt 

10 P X B 10 If he retreat Q, to K Kt third, 

you take P with P, and if he retake with Q, you take 
Gambit P with Q, B, and then move Kt to Q, fifth. 

Kt P x P 

11 Kt to Q, fifth 11 K to Q 

12 Kt X Gambit P, and has the better game. 

SECOND DEFENCE. 

8 K Kt P advances 
9 K Kt to K 9 K Kt to K second 

10 Q Kt to K second 10 K Kt to Kt third (A.) 



BISHOP S GAMBIT. 



221 



11 K Kt to Q third 11 Gambit P moves 

12 Q, Kt to K Kt third, having a good attack. 

A. 

10 Gambit P moves 

11 Q, Kt to Kt third 11 Q to K Kt third 

12 You may either change Bishops, and then take P, or — 
R P attacks Q, 12 Q to K B third 

13 P X P 13 P X P 

14 Q x P, and I prefer your game. 

THIRD DEFENCE. 

8 Q, Kt to B 3 

9 Q P one 9 Q, Kt to K 4 

10 K B to K 2 10 Q to K Kt 3 

11 P X P 11 B x P 

12 Kt x B 12 Q x Kt 

13 QtoQ2 13 Q Kt to K Kt 3 

14 Kt to Q Kt 5 14 Q to K 2 

15 Q, to Q, B 3, will win. 

GAME XIII. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 P X P 

3 K B to Q B fourth 3 Q + (best) 

4 K to B 4 K Kt P two (best) 

5 QK B 3 — This is Cozio's move. It is hardly so strong as 
Q, Kt B 3, but of the same merit as K Kt B 3. 

FIRST DEFENCE. 

5 K Kt to R third (inferior) 

6 K Kt P one 6 P x P 

7 P X P 7 Q to K Kt fifth 

8 K B x P + . 8. K to K 2 
9KBKR fifth * 9 Q, x Q 

10 Kt X Q, with the better game. 

SECOND DEFENCE. 

5 K B to Q B 4 (inferior) 

6 K Kt P one 6Q to K R third 

7 K R P 2 7 B x Kt 

8 R x B, with even game. 

THIRD DEFENCE. 

5 K Kt to B third (inferior) 

6 K Kt P one 6 Q to K R fourth 

7 P X P (best) (See A.) 7 Q X Q 

8 Kt x Q 8 Kt x K P 

9 P x P — The game is even. 

A. 

7 K P one (inferior) Q x Q— If P X P, you play 

K B X P +• 



222 



bishop's gambit. 



8 Kt x Q 8 Q P 2 (best) — If he move. 

Kt K 5, you move Q,P 1, and get the better game. If he 
play Kt Kt 5, your Kt X P. 

9 K B to Q, Kt third 9 B + 

10 K to Kt 10 K Kt P one 

11 K Kt to Q, fourth 11 K B to Q, B fourth 

12 Q B P one 12 K Kt to K fifth 

13 P X P 13 Q Kt to B third, with the better 

game, for if K B X Q. P, he x Kt with Kt, and moving 
K B Q, R fourth, he answers with KBP one. 

FOURTH DEFENCE. 

5 QP one (inferior) 

6 Here you should move K Kt P one, and will certainly recover 
Gambit P :— 

Q, to Q B third (bad) 6 P to K B third 

7 Q, to Q, Kt third — If you take Kt with B, he retakes with R, 
and should you then capture either P with Q, she is lost. 

7 K Kt to R third 

8 K B to K sixth 8 Q, Kt Q, second (best) 
9BxKt+ 9K X B 

10 K Kt to B third 10 QtoKR fourth 

11 Q, Kt to B third 11 QBP one 

12 QP2 12 K B to Kt 2 

Black has the better game. 

FIFTH DEFENCE. 

5 Q, Kt to B third (best) 

6 K Kt P one 6 QtoKR third 

7 P X P 7 P X P (or B.) 

8 Q P one 8 Q Kt Q fifth— If Q, Kt K 4, 

your answer is QB X P. 

9 Now if you move Q Q, Black does not reply K Kt K 2, as 
advised by Cozio, Jaenisch, and Von Der Lasa, but forces the 
game directly by Q, P 2. If again you retreat QKB 2, he moves 
K B Q, B 4, and I prefer Black's game, deeming Lewis's analysis 
of this move superficial and unsatisfactory. 

B. 

7 Q Kt to Q fifth (inferior) 

8 QtoQ third 8 K B to Q, B fourth 

9 QBP one 9 Q, Kt to K third 

10 K B P one 10 Q Kt to K B fifth 

11 Q, to K B 3— If you take KBP with B +,he plays K K B. 
At present the game is in your favour. 

GAME XIV. 

WHITE. BLACK. 

1 K P two 1 K P two 

2KBPtwo 2PxP 
3 KBtoQB fourth 3 Q, + 



BISHOP S GAMBIT. 



223 



4 K to B 4 K Kt P two 

5 K Kt to B third 5 Q, to K R fourth 

6 Q,P two 6 Q, P one — His best move is 

K B Kt 2, or K Pv P 1. 

7 Q, B P one — This was the move played by the ancients. 
It is better to carry out Q, Kt. 

7 Q, B pins Kt 

8 K to B second 8 K Kt to B third 

9 QtoK second 9 Q Kt to Q, second 

10 K R P two 10 B x Kt 

11 Q, retakes B 11 K Kt P one, as better play 

than the changing Queens advised by Philidor. 

12 Q x Gambit P 12 P + 

13 K x P 13 R + 

14 K to R third 14 R to K Kt fifth 

15 Q, K B 2 15 Castles, wins. 

GAME XV. 

W T HITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 P x P 

3 K B to Q, B fourth 3 Q + 

4 K to B 4 K Kt P two 

5 K Kt to B third 5 Q, to K R fourth 
6KRP two G K B to Kt second (best) 

7 If you now move K to Kt, he + with B, and if you then 
return to K B, pushes Q, P one. If, again, upon his chg, you go to 
R second, Black plays KB to K B seventh, or pushes Kt P on 
Kt, and if you take B with Kt, forces the game by a fatal + from 
Kt P ; or before B +, he may at once push K Kt P. If you 
now play Q, Kt B 3, his answer is K R P 1. 

Q, P two 7 Q P one 

FIRST MODE. 

8 K R to R second 8 Q, B attacks K Kt 

9 If you take Kt P with K R P, he x R with Q. 

K to Kt 9 P X P — Jaenisch here advises 

K Kt K 2. 

10 Q, B x P 10 P to K R sixth 

11 QBPone 1 L Q, K Kt 3 

12 K Kt P one 12 K R P 2 (best) 

13 K R K B 2 13 P K R 5 

14 K K R 2 14 P x P + 

15 Q, B x P — Even game. 

SECOND MODE. 

8 K to Kt 8 Q, B to Kt 5 

9 Q, Kt to B 3 (best) (A. 9 B x Kt (best) 

10 P x B 10 Q Kt to B 3 (best) 

11 K B Kt 5 11 Castles 



224 



BISHOP S GAMBIT. 



12 B x Kt 12 P X B 

]3PxP 13 Q x P + 

14 K to B 14 K B P 2 

15 If you now move Q, Kt K 2, he x P with P, and on your 
Q, B x P, l'eti'eats Q, K B 3, with better game. If you now play 
K R Kt, he retreats Q, K B 3. 

A. 

9PxP 9 B x Kt 

lOPxB 10 Q X P + 

11 K to B 11 QK B 3— Better than Pon- 

ziani's move K Kt B 3, as you would answer K R Kt, and 
then Q, B x P. 

12 Q, B P 1 12 Q, Kt to Q, 2, better game. 

GAME XVI. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K B P two 2 P X P 

3 K B to Q, B fourth 3 Q + 

4 K to B 4 K Kt P two 

5 K Kt to B third 5 QtoKR fourth 

6 K R P two 6 K B to Kt second (best) 

7 K R to R second — Ponziani thought this best. 

7 K Kt P one 

8 K Kt to Kt fifth (or A.) 8 K Kt to R third (best) 

9 Q, P two 9 Ponziani now directs the se- 

cond player to attack Kt with K B P, and then, on Kt's 
retiring to R 3, X R P with Q, ; but appears not to have 
seen that if he attack Kt with K B P, you should take P 
with Q, B, for if he then take Kt, you retake with K R P, 
regaining the piece. 

FIRST DEFENCE. 

Q. P two (best) 

10 If you play K B K 2, Black moves K B P to B 3. 
P X P (inferior) 10 K Kt P advances 

11 Q, to K + (best) 11 K to Q 

12 R to K R 12 R attacks Q, 

13 If you interpose K B, he moves Kt to Kt fifth. 
Q, to Q, second 13 Kt to Kt fifth 

14 K B to K second 14 Kt to R seventh + 

15 R X Kt— If you move K home, he plays Q, B Kt 5. 

15 R x B 

16 Kto Kt 16 B x P + wins. 

SECOND DEFENCE. 

9 K Kt P advances (bad) 

10 K B x K B P + 10 Kt x B (best) 

11 Q X Q 11 P X R 

12 Q, X Kt + 12 K moves 



bishop's gambit. 



225 



13 Q, X K B 13 P becomes Q + 

14 K to B second 14 Q, x K R P + 

15 K to K second 15 Q to K Kt fifth + 

16 K to Q third 16 Q, to K Kt sixth + 

17 K to Q, B fourth, and ought to win. 

A. 

8 K Kt K— This variation is by M. Petroff. 

8 Q, to Q, B 4 

9 Q to K 2 9 K Kt to B 3 
10 QP1 10 K Kt R 4 
HQBxP 11 Kt x B 

12 Q x P 12 Q, to K R 4 

13 Q x Kt 13 K B to K 4 

14 K B x P + 14QXB 
15QxQ+ 15 K X 0, wins. 

GAME XVII. 
Moves 1 to 8, as in last game. 

WHITE. BLACK. 

9 Q P two 9 Q, P two 

10 K B x P (best) 10 K Kt P advances (best) 

FIRST MODE OF PLAY. 

1 0, x 0, 11 P x R 

12 If you take B P with B -}-, he moves K, and if 
Kt X B P 12 P Queens, + 

13 K to B second (best) 13 K B x P +, and then + K 

and Q, with Q, B. 

SECOND MODE OF FLAY. 

11BXKBP+ 11 If Black take B with Kt, you 

take Q,, and the game resolves itself into a very similar 
position to that which occurred in the last game. 

Q, X B (best) 

12 Kt X 0, 12 Q, B attacks Q, (best) (A.) 

13 Q to K 13 P x R 

14 K to K B second 14 B x P + and wins. 

A. 

12 P X R 

13 K to B second 

FIRSTLY. 

13 QB attacks Q 

14 Q to K R 14 K B x P + 

15 K to K 15 Kt x Kt 

16 Q x P 16 K B to K fourth 

17 Q,BP one 17 Gambit P moves, and Black 

has a good game ; he will proceed to bring out Q, Kt, castle 
with Q Rj and then advance K R P. 

Q 



226 



bishop's gambit. 









lo J) X r + 


14 


q, x 


B 


14 Kt + 


15 


Kto 


K second 


15 P becomes Q, 


1G 


Q X 


R + 


16 K to K second— If he take Kt, 








you take KRP, and draw the game. 


17 


0, x 


Q B 


17 Q Kt to Q, second 


18 


Q x 




18 Q, X P + 


19 


K to 


Q, third— 


Black ought to win. 



GAME XVIII. 
Moves 1 to 6, as in last game. 

WHITE. BLACK. 

7 K B to K second 7 KKtP advances 

8 You must not retreat Kt to K R 2, as Black would advance 
Gambit P, and then take R P with Q. 

Kt to K 8 K Kt to B third 

9 If you advance Q, P, he plays K B to R 3. 

FIRST MODE OF ATTACK. 

9 K P advances 9 Kt to K fifth 

10 K B x P 10 Kt to Kt sixth + 

11 K to Kt 11 Q, x K P 

12 R to R third 12 K R P two 

13 K B to K B third 13 Q, P two— Black wins, for if 

you retreat R to R 2, he gives mate with Q,. 

SECOND MODE OF ATTACK. 

9 Q, Kt to B third 9 Q to K Kt third 

10 Q P one 10 Kt to K R fourth 

11 Ktto Q fifth 11 K Kt + 

12 K to Kt 12KB + 

13 K to R second 13 Kt X B, and wins. 

GAME XIX. 

Moves 1 to 6, as before. 

WHITE. BLACK. 

7 Q P two 7 Q P one 

8 K B to K second 8 P advances on Kt 

9 Kt to K 9 K Kt to B third 

10 Q, Kt to B third 10 Q to K Kt third 

11 KBtoQ third 11 K Kt to R fourth 

12 Q, Kt to Q, fifth 12 Kt + 

13 Kto Kt 13 KB x P + 

14 K to R second 14 Q to K R fourth 
15KB + 

FIRST DEFENCE. 

15 Q, Kt to B third (best) 
16QxKB 16 Q x P + 



bishop's gambit. 



227 



17 K moves 

18 K moves 

19 B x Q 

20 Kt x 0- B P + 

21 Kt x R 

22 K to Kt 

23 Q B x P 

24 Q, R to Q, 



17 Q X R + 

18 Q to K B eighth + 

19 Kt x Q 

20 K to Q, 

21 Kt x P + 

22 Q Kt P one 

23 Q B to Kt 2 

24 Q, Kt K B 4, better game. 



SECOND DEFENCE. 

15 Q, B covers 

16 Q X P + 

17 Q X R + 

18 B x B 

19 K to Q, second 

20 K to K third 

21 Q, to B eighth -f 

22 Q, Kt to Q, second — This vari- 
ation is not given as the safest, but because these moves 
lately occuired between two first-rate players, and lead to 
some good points of study. 

23 If you move Kt to K B 3, he will take Q with R. 
Q X R 23 Kt x Kt 

The second player has the advantage. 



lfiQxB 

17 K moves 

18 K moves 

19 Q X R + 

20 Kt to K B sixth + 

21 Q, B x P 

22 K x Kt 



GAME XX. 



WHITE. 



K P two 

K B P two 

K B to Q B fourth 

K to B 

K Kt to B third 
K R P two 

Q Kt to B third (best) 



1 K P two 

2 P X P 

3 Q + 

4 K Kt P two 

5 Q, to R fourth 

6 K B to Kt second (best) 



In the first place, 

7 K Kt P advances (bad) 

8 K Kt to Kt fifth 8 K Kt to R third 

9 Q, Kt to Q, fifth 9 Q, to K Kt third 

10 Q, Kt x Gambit P 10 Q to Q B third 

11 Q, Pone 11 KBP one 

12 K Kt to R third — You might also move Kt to K B seventh. 

12 P x Kt 

13 Q + 13 K to Q, 

14 Kt to Q fifth 14 P x P + 

15 K x P 15 K R to Kt— If he play Kt to 

Kt, you win by moving Q to K B seventh. If, again, he 
play KBP one, you + with Q, B. 

16 Kt to K seventh 16 K x Kt 

17 Q B x Kt 17 Q P two 

Q 2 



228 



BISHOP S GAMBIT. 



ISKBxP 18Q.XQBP + 

19 K to B third 19 Q x P + 

20 Q B interposes 20 R to B 

21 Q, X K R P, having a winning game. 

In the second place, 

7 K B x Q Kt (bad) 

8 Q, P x B 8 If he play K Kt K second, you 

may either move K to Kt, or KM second. If he play 
K Kt B third, you move Q Q, fourth, and on his moving Q,, 
take P with Kt. If he play K Kt R third, you attack R 
with Q,, and on his moving R to Kt, + at K fifth, and take 
P with Kt. 

FIRST DEFENCE. 

8 K B P one 

9 B x Kt 9 R X B 

10 Q to Q, fifth— If he now move K to B, or retire R, you take 
Gambit P with Q, B, and if he play Q, instead, you take P with P, 
having a good game. 

SECOND DEFENCE. 

8 K Kt P advances 
9 Kt to Kt fifth 9 K Kt to R third 

10 Q to Q fourth 10 R to Kt 

11 Q, to K fifth + 11 K to Q (best) 

12 Kt to K sixth + an( l wins Queen. 

THIRD DEFENCE. 

8 Q, Kt to B third 
9 K B to K second 9 K Kt P advances 

10 Kt to Q, fourth, recovering at least the Pawn. 

FOURTH DEFENCE. 



8 K R P one (best) 



9 


K R to R 2 


9 K Kt P one 


10 


Q, to Q, fourth 


10 K R to R 2 


11 


Q to K fifth + 


11 Q x Q 


12 


Kt x Q 


12 K Kt P one 


13 


K R home 


13 Q P one 


14 


K Kt to K B third 


14 K Kt to B third 


15 


QB x P 


15 Kt x P 


16 


Q, R to K — Even game. 





In the third place, 

7 K R P one (best) 



8 Q P two 8 Q P one 

9 K P advances 9 If he advance K Kt P, you 

retreat Kt to K, and will win back your Pawn immediately. 
You now threaten to take Q, P with K P, and on his re- 
taking with Q, B P, to play Q, Kt Kt fifth. 

Q P X K P (best) 



bishop's gambit. 



229 



10 


Q, Kt to Q, fifth 


10 K to Q (best) 


11 


QPXP 


11 Q, B to Q, second 


12 


K to K Kt 


12 Q, to K Kt third 


13 


KRPxP 


13 P retakes P 


14 


R X R 


14 K B x R 


15 


Q, to K (or Var.) 


15 If Black now play an indif- 



ferent move, as Q, Kt to B 3, you take Gambit P with Q, B, 
and if he retake Q B with K Kt P, you + with Q, and re- 
cover your piece. 

B to K Kt second (best) 
Black has a good game ; and maintains the Pawn. 

Variation on Move 15. 
At this stage Petroff introduces the following beautiful, though 
unsound attack. 

15 K Kt X P 15 Q X Kt— If B X K P, you 

move Q, Kt x Gambit P. 

16 Q,B x P 

FIRST REPLY. 

16 Q, to K Kt fifth (inferior) 

17 Q x Q 17 B x Q 

18 Kt x Q B P 18 Q Kt B third 

19 Kt X R, with better game. 

SECOND REPLY. 

16 Q, to K Kt 2 (inferior) 

17 Kt X Q B P 17 K X Kt— If he play Q, Kt B 3, 

you answer K B K 6. 

18 K P one + 18 K to Q, 

19 P x K B P 19 K KttoK 2 

20 QQ sixth 20 Q Q, fifth -f 

21 K to R 2, with better game. 

THIRD REPLY. 

16 Q, to K B fourth (inferior) 

17 K P one 17 P X P 

18 Kt x Q B P 18 Q, to Q B fourth -f 

19 K to R 19 Q, X KB 

20 Q to Q sixth 20 K P one (best) 

21 Kt x R 21 P X B 

22 Q, R K— You may also take Kt with Q + 

22 K B to Kt 2 

23 Q, X Kt +, and has the better game. 

FOURTH REPLY. 

16 Q, to K Kt 3 (best) 

17 K P one— If Kt x Q, B P, his Q, Q, Kt 3 -f 

17 P X P 

18 Kt X Q B P 18 K P one 



230 



bishop's gambit. 



19 Kt X R 19 P X B 

20 B x Kt— If you move Q Q 5, he plays K Kt K 2, and on 
your Q x Q Kt P, his K B +, and he then moves Q, Kt B 3, or 
Q K Kt 6, with the better game. 







20 Q x B 


21 


Q, to Q, sixth 


21 Q Kt to R third 


22 


QRtoQ 


22 Q, K B second 


23 


Q Kt P two 


23 Q to K 2 


24 


Q x P 


24 Q x P 


25 


Q, to K B seventh 


25 Q, to K 2 (best) 


26 


Q to K Kt eighth -f 


26 Q to K 


27 


Q to K Kt fifth + 


27 KQB, wins. 



GAME XXI. 
Moves 1 to 6, as in Game 20. 

WHITE. BLACK. 

7 Q P two 7 0, P one 

8 Q, Kt to B third 8 K R P one 

9 Q, Kt to Q, fifth 9 K to Q— Your King has moved, 

and he the less cares for moving his K. The chief reason 
of the Bishop's Gambit having enjoyed, for a long time, so 
high a degree of favour, arose from the erroneously sup- 
posing Black durst not now play his King:. 

10 KBtoK second (if) 10 Q to K Kt third 

11 K P advances 11 Q B P one 

12 KBtoQ, third 12 Q B to K B fourth 

13 K R P one 13 Q, to K third 

14 Q, Kt to B third 14 Q, P one, better game. 



GAME XXII. 







WHITE. 


BLACK. 


1 


K 


P two 


1 K P two 


2 


K 


B P two 


2 P X P 


3 


K 


BQB fourth 


3 Q + 


4 


K 


to B 


4 K Kt P two 


5 


Q 


Kt to B third 


5 K B to Kt 2 


6 


K 


Kt P one — Invented 


by M'Donneli, and furnishing a 



splendid attack. 

6 P X P (best)— If he retreat 
Q, K R 3, you take P with P, and if he then retake P, you 
move Q, Kt Q 5, and then Q, P 2. 
7 K to Kt 2 



FIRST REPLY. 

7 Q, to K R third — Von Der 
Lasa considers this best, while Jaenisch prefers Q, P 1. 
8 P X P 8 Q to K Kt third, better game. 



bishop's gambit. 



231 



SECOND REPLY. 

7 Q, P one (Jaenisch) 

8 P x P 8 Q, to K Kt fifth 

9 Q, to K B— If you move K Kt B 3, he answers QBK3. 

9 Q, to Q, 2 

10 K Kt to B third 10 K R P one 

11 Q, to K B second— If you play QP2, he wins by K Kt P 1 . 

11 QBP one 

12 QP two 12 Q, to Q, B second 

13 Q, B to Q, 2 13 Q, B to K third, better game. 

THIRD REPLY. 

7 B x Kt 

8 K Kt to B third 

First Retreat of Q. 

8 Q to K Kt fifth 

9 B X P -1 If you play K R P 1, he moves Q, K R 4, and 

on your Q P x B, moves K R P 1 . 

9 K x B — If he move K, you 

get a fine game. 

10 Kt to K fifth + 10 B X Kt 

11 Q X Q 11 K Kt to B third 

12 Q x P 12 QP one — Von Der Lasa pre- 

fers Black's game, but gives no other move for you at 
move 12, than Q, x P. 

Second Retreat of Q,. 

8 QtoKR fourth 
9PXP 9 Q, to K Kt third 

10 QP X B 10 Here he should play K B P 1, 

and has the better game. If 
K Kt P one 

11 K Kt to Kt fifth 11 K Kt to R third 

12 R x Kt 12 Q x R 

13 Q, X Kt P, with better game. 

Third Retreat of Q. 

8 Q, to K R third 
9 P X P — Both Jaenisch and Von Der Lasa pass over the 
move Q, P x B, yet it deserves attention, for if he answer K B P 
1, you reply K R P 2. 9 Q to K Kt 2 

lOQPxB 10KRP one 

11 Q to Q fourth (best) 11 K B P one 

12 QBtoK third 12 Q Kt B third, better game. 

GAME XXIII. 

WHITE. BLACK. 

1 K P two 1KP two 

2 K B P two 2PxP 

3 KBtoQB fourth 3 Q + 



232 



BISHOP S GAMBIT. 



4 K to B 4 K Kt P two 

5 Q, Kt to B third 5 K B to Kt 2 (best) 

6 QP two 6 Q, P one 

7 K P one 7 P X P 

8 Q Kt to Q, fifth 8 K to Q, 
9PxP 9 Q, B to Q 2 

10 K Kt to B third 10 Q to K R fourth 

11 Q, B to Q, 2 — An interesting analysis of this move appeared 
recently in an American journal, in which its inventors, Messrs. 
Stanley and Sclmlten, of New York, attempt to prove that it gives 
White the better game. The article was reprinted in Bell's Life 
in London, Oct. 26th, 1845. I consider that, however beautiful, 
the analysis in question is far from satisfactory, and that Black 
has now the better game. 

GAME XXIV. 

WHITE. BLACK. 

1 K P 2 1 K P 2 

2KBP2 2PxP 

3 K B to Q, B fourth 3 Q, + 

4 K to B 4 K Kt P 2 

5 Q, Kt to B third 

FIRST WEAK DEFENCE. 

5 K Kt to K second 

6 K Kt P one — Invented by M'Donnell. (See also A and B.) 

6 P x P (best) 

7 K to Kt second — Jaenisch thinks it still stronger to move 
QK B3; and holds that you then recover Gambit P. 

7 If he take K R P with P, you 
retake with R ; then advance Q, P 2, and play out K Kt, 
having an overwhelming attack. If he play Q, P one, you 
take K Kt P with K R P, and on his moving Q, to Kt 
fifth, place Q at K B, threatening to win Q, if he push up 
K B P 2, or bring QBK third. Von Der Lasa con- 
siders he gets the better game now by Q, K R 3, and then 
Q, K Kt 3. Q, P 2 

8 K R P x P 8 Q to K Kt fifth 

9 K B to K second — You might also change Queens. 

9 Q, to Q, second 

10 QP2 . 10 K Kt Pone 

11 K R to R fifth 11 QBP one 

12 Q, B to K B fourth 12 K B to Kt second 

13 P X Q P 13 Kt x P — If he retake with 

QBP, you move Q, Kt Q, Kt fifth. 

14 Kt x Kt 14 P x Kt 

15 R to K Kt fifth, with better game. 

A. — From Von Der Lasa. 
6 K Kt to B 3 (good) 6 Q, to K R 4 



bishop's gambit. 



233 



7 K Kt to K 5 7 Q X Q + 

8 Kt x 0, 8 Q, P 2 
9PXP 9KB to Kt 2 

10 K Kt to B 3 10 K Kt P one 

11 K Kt to K 11 Q, Kt to Q 2 

12 Q P one 12 Q, Kt to Kt 3 

The game is even. 

B. — From Jaenisch. 

6 Q, to K B 3 6 Q, Kt B 3 

7 K Kt P one 7 Q, to K R 3 

8 P X P 8PxP 

9 Q P one 9 K Kt to Kt 3 

10 K Kt K 2 10 K B Q, 3— Jaenisch overlooks 

the probability here of Q, P 2, in order to -J- with B. He 
places K B on an extraordinary square. 

11 Q P one 11 K B P one 

12 Here Jaenisch moves Kt Q, 5, and on being answered KRB, 
wins P by Q, B P 1 . To play Kt now to Q, Kt 5, appears to me 
to give you a winning game from position. 

SECOND WEAK DEFENCE. 

5 Q B P one 

8 K Kt P one (or D.) 6 P x P (best)— If he now re- 

treat QKR3, you change P and push Q, P 1. He answers 
K Kt K 2, and you recover Pawn by Q, K B 3. 

7 K to Kt second — Again Jaenisch prefers Q, K B 3. 

7 If he push up Q, P 2, you take 
P with KRP, then retreat B to K second, and on his 
going to Q, second, with Q,, you advance Q, P 2. Black 
then probably moves K Kt P, and you place Q,B KB 
fourth. KBtoQ third (or C.) 

8 K Kt attacks Q, 8 Q to K R fourth 
9KRPxP 9 Q, to K Kt third 

10 QP2 10 If Black push K Kt P, you 

get an easy game by K Kt R fourth ; and if, instead, he 
retire K B K second, you win by Kt K fifth. 

K B P one 

11 K P one. 

FIRST RESPONSE. 

HKBPxP 

12 K Kt x Kt P 12 K Kt to R third 

13 R x Kt 13 Q, x R 

14 Kt to K B seventh, with a winning position. 

SECOND RESPONSE. 

11 K B to K second 

12 P x K B P 12 B retakes P 

13 Q, B x P 13 B X B 

14 Kt to K fifth 14 Q to K Kt second 



234 bishop's gambit. 

15 Q, + 15 If he go to Q, you + with Kt 

K B seventh. If he play K to B, he is ruined by a + 
from Rook. K to K second 

16 Q R to K 16 K Kt to B third— If he push 

Q, P 2, you move Kt K B 7 +, and on his playing K Q, 2, 
your Kt x R- 

17 Kt to K B seventh, dis + 17 K to B 

18 Kt to Q, sixth, and Black's cause is hopeless. 

C. 







7 Q P one 


8 


P X P 


8 Q to Kt 5 


9 


QtoKB 


9 Q to Q 2 


10 


K Kt to B 3 


10 K Kt P one 


11 


K Kt to Kt 5 


11 K Kt to R 3 


12 


Q, P 2, with the better game. 






D. — Jaenisch. 


G 


Q, K B 3 


6 Q, P one (bes 


7 


K Kt P one 


7 0, to K Kt 5 


8 


Q P one (best) 


8 Q X Q 


9 


Kt x ft 


9 K B to R 3 


10 


P X P 


10 P X P 


11 


Q, Kt K 2, you 


regain Pawn. 



GAME XXV. 



WHITE. BLACK. 



1 


K P 2 


1 KP 2 


2 


K B P 2 


2 P x P 


3 


K B to Q, B 4 


3 Q, + 


4 


K to B 


4 K Kt P 2 


5 


Q, Kt to B 3 


5 K B to Kt 2 (best) 


6 


Q, P 2 


6 Q P one— If he reply K Kt 




K 2, you may 


introduce M'Donnell's attack K Kt P one. 


7 


K B to K 2 — 


First introduced by M'Donnell. See the 



games played between him and De la Bourdonnais ; the finest 
specimens of Chess skill extant. 7 Q, to K R 3 



8 


K R P 2 


8 P to K B 3 


9 


K Kt to B 3 


9 Q, B to Kt 5 


10 


K to B 2 


10 Q to K Kt 3 


11 


P X P 


11 P x P 


12 


K P one 


12 K R P one 


13 


Q, Kt to Q 5 


13 K to Q 


14 


Q, B to Q, 2 


14 Q, Kt to Q 2 


15 


Q, B to Q, B 3 


15 Q, B P one 


16 


Q, Kt to Q, Kt 4 


16 Q, P one — He has the Pawn 






and a good defence. — See Jaenisch. 






GAME XXVI. 




WHITE. 


BLACK. 


1 


K P 2 


1 K P 2 



bishop's gambit. 



235 



2 


K B P 2 


2 P X P 


3 


K B to Q B 4 


3 Q + 


4 


K to B 


4 K Kt P 2 


5 


K Kt P one 


5 P x P 


6 


Q, to K B 3 








FIRST ANSWER. 






6 P + (best) 


7 


K x P 


7 K Kt R 3 


8 


QP2 


8 Q, Kt to B 3 


9 


Q B P one 


9 K B K 2, better game. 






SECOND ANSWER. 






6 Q to K B 5 (inferior) 


7 


P X P 


7 Q, K B 3— If he change Q, 






you will recover P. 


8 


Q, Kt to B 3 


8 K Kt P one 


9 




9 Kt x 0, 


10 


K P one 


10 K Kt home 


11 


Q, Kt to Q, 5 


11 K to Q, 


1 9 


v^, XV I lO XV O 


XV XVI IU XV O 


1 o 


O P 9 


1 ^ O P. P miP 

It) JLJ XT UJLlc 




XV JVu XV £t XjvcIJ 


game. 






GAME XXVII. 




WHITE. 


BLACK. 


1 


K P 2 


1 K P 2 


2 


K B P 2 


2 P x P 


3 


K B to Q, B 4 


3 Q + 


4 


K to B 


4 K Kt P 2 


5 


K Kt to B 3 


5 Q, to K R 4 


6 


K R P 2 


6 K B to Kt 2 (best) 


7 


Q P 2 


7 K R P one (best) 


8 


K P one 


8 K Kt to K 2 


9 


Q, Kt to B 3 


9 K Kt to B 4 


10 


Q, Kt to K 4 


10 Q, P one 


11 


K P x P 


11 QBP x P 


1 9 


\£ XV u 








In the first place, 






iz Nasties ^best; 


13 


Q, B P one 


13 Q, B Q, second, better game. 






In the second place, 






12 K to Q(good) 


13 


QBP one 


13 K R to K 


14 


K to Kt 


14 K Kt P one 


15 


K Kt K — If K Kt Q, 2, he plays P K B 6. 






15 Q, P one 


16 


K B x P 


16 Kt K Kt 6 


17 


Q, to Q, B 4 


17 R X Kt 



23G 



DAMIANO GAMBIT. 



18 B x R 18 Kt X R 

19 K x Kt 19 Q, X P +, wins. 

Summary. — The Bishop's Gambit, like all other varieties of 
King's Gambit, except the Muzio, is by its nature lost for first 
player ; since there exists no form of attack, to which a satisfac- 
tory defence does not present itself. 

Black's best play, at move 3, is to check with Queen, and then 
advance K Kt P 2. His Queen, it is true, is placed for some 
time out of play ; but in return, your King moving, destroys the 
co-operation of your Rooks. 

White's chief pieces of attack in this opening are the Knights 
and Bishops. After Black advances K Kt P 2, on fourth move, 
your strongest fifth move is Q, Kt B 3 ; but the moves of K Kt 
B 3, and QKB 3, may also here be tried. 

The two new attacks, invented by M'Donnell and Petroff, may 
both be fairly risked, though intrinsically unsound ; see Games 
20, 22, and 24. In an Opening lost by its nature, all forms of 
attack should be tried in turn. 

The true defence to Bishop's Gambit was first established by 
the games played by La Bourdonnais and M'Donnell ; it being 
therein demonstrated, that Black may freely move K to Q,, on 
White's threatening QB P with Kt ; as see in Opening 21, &c. 

CHAPTER XTX. 

DAMIANO GAMBIT. 

This opening is founded on an early error committed by the 
second player, which allows of your sacrificing a Knight, in 
exchange for a winning position. The game should strictly be 
classed as a Variation of the King's Knight's Opening ; but 
having been generally designated as above, from its first having 
been analyzed by Damiano, it seems best to leave its title un- 
disturbed. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 K B P one— This move does 

not essentially involve the loss of the game, but necessarily 
gives him a cramped position. 

3 K Kt X P — This constitutes the Damiano Gambit. 

3 K B P X Kt (fatal) 

4 Q, to K R fifth -f- 4 K to K second 
5QXKP+ 5 K to B second 

6 K B + 

In the first place, 

6 K to Kt third 

7 Q to K B fifth + 7 K to R third 



DAMIANO GAMBIT. 



237 



8 Q P two dis + 8 K Kt P two 

9 K R P two 9 Q, P two— If he play K to 

Kt 2, you mate in two moves. 

10 Q, to K B seventh 10 K B + 

11 K to K B, and then forces mate in three moves. 

In the second place, 







6 Q, P two (best) 


7 


KB X QP + 


7 K to Kt third 


8 


K R P two 


8 KRP one (A.)— If K B Q, 3, 






you mate in five moves. 


9 


KRP + 


9 K to R second 


10 


B x Q, Kt P 


10 K B to Q third 


11 


Q to Q Kt fifth 


11 Q, B P one 


12 


Q, to Q, third, and will 


win the game. 



A. 

8 K R P two— If he play Q K 2, 
or Q, K B 3, you mate in five or six moves. 
9 K B x Q Kt P 9 Q, B x K B 

10 QtoKB fifth + 10 K to R third 

11 Q P two dis + 11 K Kt P two 

12 Qto K B seventh, forcing mate in three or four. 



GAME II. 

Moves 1 to 4, as before. 

WHITE. BLACK. 

4 P covers 

5Q,xKP+ 5Q covers 

6 Q, X R 

FIRST REPLY. 

6 Q, X P + 

7 K Q, (best) 7 Q, P two 

8 If you take Kt with Q,, his Q, B +. You may now play 
B +> an d on his retreating as best K Q,, move R K, with the 
better game. Or, 

K B P one 8 Q, K third 

9B+ 9KKB2 (best) 

10KRK 10 K B Kt second 

11 Q x KRP, and should win. 

SECOND REPLY. 

6 K Kt to B third 

7 Q P 2 (best) 7 Q X P -[ If he move Q P 

one, you answer Q, Kt B third. 

8 Q, B K third — You may also cover with K B K 2, and on 
his taking K Kt P with Q,, move K R K B, in order to Q, B 
K R 6, if he reply Q, Q, B 3. 

8 Q, X 0- B P 

9 Q, X Kt 9Q,xQKtP 



238 



GRECO COUNTER- GAMBIT. 



10 K B to Q B fourth 10 B + 

11 Q, Kt to Q, second 11 Q X R + 

12 K to K second 12 Q, x R 

White mates in two moves. 



GAME III. 

WHITE. BLACK. 

1 K P2 1 K P 2 

2 K Kt B third 2 K B P one 

3 You may here safely play KBQB 4 ; crowding his game, 
with the better position. 

Kt X P 3QK second (best) 

4 K Kt to B third (best) 4 Q P 2 (best) 

5 Q P one 5 P X P 
6PxP 6QxP+ 
7KB covers 7 K B to Q, B fourth 
8 Castles, with the better position. 



CHAPTER XX. 

GRECO COUNTER-GAMBIT. 

This game is merely a variant of the King's Knight's Opening ; 
but being generally known as the Greco Counter-gambit, from 
having been first written on by that author, I prefer leaving the 
title, though erroneous, unaltered. This opening gives White the 
better position. 

GAME I. 

WHITE. BLACK. 

1 K P two 1 K P two 

2 K Kt to B third 2 K B P two— This constitutes 

the Greco Counter- gambit. It is playing a Pawn when he 
should be moving a piece, and weakening his King's side 
to the detriment of his castling, by thus early opening up 
his situation. 

3 If you take P with P, his best reply is Q, P one, or Q, K B 3, 
obtaining either way the better position. 

Kt x P (hest) 3 Q, to K second 

4 Q, + 4 P covers 

5 Kt x Kt P 5 Q, X P + 

6 K B K 2 (best) — If you play K Q, he moves K Kt B 3, 
threatening to advance Kt Kt 5. 

6 K Kt to B third 

7 Q, to K R third 7 P X Kt— If he play K R to 

K Kt, you move as best Q, P one, and if he reply Q, Q, B 3, 
you take B with Kt, having the better game. 
8QxR 8 Q, x K Kt P 

9 K R to K B 9KKB second 

10 Plays indifferently Q, P one, or Q, K R 4, and should win. 



GRECO COUNTER-GAMBIT. 



239 



GAME II. 

WHITE. BLACK. 

1 K P 2 1 K P 2 

2 K Kt to B third 2 K B P 2 

3 Kt X P — Von Der Lasa considers you will equally get the 
better game by K B Q, B 4. 3 Q, K B third (best) 

4 Q P 2 4 Q P one (best)— If he play 

Q, Kt B 3, you change Knights and have gained a Pawn. 
If he take P with P, you get a palpable advantage by 
KBQB4. 

5 K Kt to Q, B fourth 5 P x P (best)— If Q Kt P 2, 

you play Q. Kt R 3. See St. Amant's analysis of this 
game, Palamede, 1843, p. 22. 

6 Q, Kt to B third. 

FIRST DEFENCE. 

6 QBP one 

7 QKtxP 7 0, to K third 

8 Q, to K second 8 Q, P one 

9 Q, Kt Q, sixth + (or A.) 9 K Q, second— If K Q, your 

Q Kt x 0, Kt P +, and on his then playing K Q, B 2, 

you change Q, and move K Kt Q, R 5. 
10 Q, Kt to K B seventh 10 P x Kt 
11QXQ+ HKxQ 

12 K B X P + 12 K to K second 

13 Kt x R 13 Q, B to K third 

14 K B to Q third 14 K Kt to B third 

15 Q, B to Kt fifth 15 B K Kt (best) 

16 Castles, K R, with better game. 

A. 

9 K Kt + (inferior) 9 KtoQ 

10 Q, Kt K Kt fifth— If you check with B, he wins K Q, B 2. 

10 Q x Q + 

11 B x Q 11 B x Kt 

12 Kt K B seventh + 12 K to K second 

13 Kt X R 13 Q B to K third 

14 KBtoQ third 14 K Kt to B third 

15 Q, B to Kt fifth 15 Q Kt to Q second 

16 Kt to Kt sixth 16 P X Kt 

17 KB X P, Black for choice. 

SECOND DEFENCE. 

6 Q, B to K B fourth 

7 K Kt P 2 (best) 7 B to K Kt third 

8 B to K Kt second 8 QBP one— If K Kt K 2, you 

advance Q, P, and should he reply Q, B P one, you win Q, 
by K Kt P one. If he play Q Kt B 3, you move QB to 
K 3, and win a Pawn. 
9BxP 9BXB (best) 

10 Kt x B Q, to K third 



240 



GRECO COUNTER-GAMBIT. 



11 Q, to K second HQ Pone 

12 K Kt Q sixth + (orB.) 12 K to K second— -If B X Kt, 

you retake, change Q, and capture Q, Kt P. If K Q 2, you 
win Q. If K Q, you take Q Kt P +. 

13 Kt K B fifth -\ Both your Kts are free, and you have P. 

B. 

12 Q, Kt Q, sixth -\ St. Amant prefers this, but I do not. 

12 K to Q, second 

13 Q x Q + 13K X Q 

14 K Kt to K fifth 14 K x Q Kt 

15 Kt K B seventh +, then Kt x R — Here St. Amant prefers 
your game ; but how is Kt to get out ? 

THIRD DEFENCE. 

6 K Kt to K second 

7 Q P one 7 Q, to K Kt third 

8 QtoQ fourth 8 QBtoKB fourth 

9 Q, Kt Q, Kt fifth, wins a Pawn. 

FOURTH DEFENCE. 

6 Q, K second— If Q, K 3, you 
advance Q P, gaining a move. 

7 Q, to K second 7 K Kt to B third 

8 Q, B to Kt fifth 8 Q, B to K B fourth 

9 B x Kt 9 P X B 

10 K Kt P 2 10 B to K Kt third 

11 K B to Kt second, wins a Pawn. 

FIFTH DEFENCE. 

6 Q to K Kt third 

7 If you move Q, K 2, he answers K Kt B 3, and then replies 
to K B P one with Q, Kt B 3, the game being even. St. Amant 
continues thus : — 

QBtoKB fourth (or C.) 7 K Kt to B third 

8 Q P one 8 K B to K second 

9 K Kt P one 9 Castles 

10 K B Kt second— If he reply Q B Kt 5, you play Q Q 4, and 
should Black then move B K B 6, you change Bishops with 
better game. 10 Q, B to K B fourth 

11 K Kt to K third 11 Q, Kt to Q, second 

12 Kt x B 12 Q, x Kt 

13 Q to Q, fourth 13 Q, R to K 

14 Castles Q R 14 K B to Q, 

15 K RtoK 15 K Kt P2 

16 B to K third, with better position. 

C. 

7 K B P one — Von Der Lasa plays thus. If he take P with P, 
you retake with Q,, and have the better situation. 

7 K Kt to B third 



ENDINGS OF GAMES WITHOUT PAWNS. 



241 



8 P X P 8KtxP 

9 Q to K second 9 Q B K B fourth 

10 K Kt to Q, second 10 Q Kt to B third 

11 K Kt x Kt 11 Kt X P 

12 Q, Q, third, with better game. 



END OF BOOK II. 



BOOK III. 

ENDINGS OF GAMES. 

CHAPTER I. 

ENDINGS OF GAMES WITHOUT PAWNS. 

Under this head, I class certain descriptions of force won or 
drawn by their nature, showing the exceptions existing to both 
general rules. I begin with examples of the speediest method 
of forcing checkmate, at the close of the game, with particular 
pieces. Pawns are occasionally introduced in this section ; but 
in general I h*ye excluded situations of Pawns, intending to pre- 
sent them separately in a following chapter. 

KING AND QUEEN, AGAINST KING. 
K and Q invariably win against K ; care being taken not to 
give stalemate in advancing Q. Single K can be placed in no 
position on the board, in which K with Q, having to move, cannot 
force mate at most in nine moves ; beginning by driving single K 
to one of the four side lines, and then confronting him with K. 
This is too simple to be worth dwelling on ; but the following 
position is curious and novel. 

White— King at Q B 6, Queen at Q 6. 
Black— King at K R 8. 

White K being placed as here, on either one of the long diago- 
nals, third square from corner inclusive, his Q can force mate 
without the assistance of her K's even moving once, no matter 
where White Q or Black K stand. There are, however, but four 
squares on the board, on which White having K, can thus mate 
without moving at all. Q di'ives Black K round in front of her 
K, and then mates. Suppose the position to be as above, White 
Q begins by + at K R 6, and then works Black round by keep- 
ing as near him, mostly, as a Knight's move. This was first 
pointed out to me by M. Kling. 



242 



ENDINGS OF GAMES WITHOUT PAWNS. 



KING AND ROOK, AGAINST KING. 

The K and R win against K alone. You must begin by driving 
K on to one of the extreme lines of the board, and then proceed 
as in the following position. In the most favourable situation 
for single K, the mate can never be protracted beyond eighteen 
moves. Of this it will be easy to satisfy yourself, by setting up 
these pieces in such situations as appear most favourable for 
single K, and then working out the checkmate, towards which 
the following will be found sufficient clue. 

White — King at Q, fifth, Rook at Q, B sixth. 
Black— King at Q, Kt. 

White, having the move, plays 

1 K to Q, B fifth I K to Kt second 

2 K to Kt fifth 2 K to R second 

3 R to B seventh + 3 K to R (best) 

4 K to Kt, or R, third 4 K moves 

5 R to Q, B sixth, and checkmates next move. 

I subjoin another position of K and R against K, in which 
"White has the move, and can checkmate in three moves, without 
moving K at all. — I purposely withhold the solution. 

White — K at K sixth, and R at K fifth. 
Black— K at K. 

White K and R, with the addition of Knight, mate single K 
without moving White K at all ; supposing W K to be on either 
one of certain eight squares. Place the following difficult study, 
for which I am indebted to M. Kling. 

White — King Q, B 5, R Q, R 8, Kt Q, R sq. 
Black— King at K R 8. 

No matter where Black's K stands, or where may stand R or 
Kt, White having the move, and his K being on Q B 5 or Q 6, 
or on either one of the six analogous squares, he forces mate 
without moving K, by driving single K round in front of White 
K, on the side of the board. In the position before us, mate is 
forced in 35 moves. White's K is on a square the reverse of 
where he must stand to give mate, without moving K, with Q, 
alone ; as we have just seen, that to do so, White K must stand 
on Q, B 6, or either one of the three analogous squares. 

KING AND TWO BISHOPS, AGAINST KING. 

This checkmate, like that of Bishop and Knight, so rarely 
occurs, that it is hardly worth while to study it, except as matter 
of curiosity, and general improvement. The King must be forced 
into one of the corners, and the following position will be found to 
be a sufficient illustration of the manner in which the mate must 
then be given. 



ENDINGS OF GAMES WITHOUT PAWNS. 



243 



White— K K Kt 5, K B K B 5, Q, B K B 4. 
Black — K at K. 

1 K to B sixth 1 K to Q, 

2 Q, B to Q, sixth 2 K to K 

3 Q, B to Q, B seventh 3 K to K B 

4 KBtoQ, seventh 4 K to Kt 

5 K to Kt sixth 5 K to B 
6QB+ 6 K to Kt 

7 KB+, and Q, B checkmates next move. 

KING, BISHOP, AND KNIGHT, AGAINST KING. 

This is the most elegant of checkmates ; even many very good 
players would find it impracticable in the stipulated fifty moves. 
The checkmate must be given in one of the angles, the Corner 
square of which is commanded by your Bishop. To effect this^ 
you first force K on to the extreme line of the board, after which 
he is driven to the fatal corner, by a series of beautiful moves. 

Black — K at K R. 

White — K K B 6, K B K B 5, and Kt K Kt 3. 

1 Kt + 1 K to Kt 

2 B to K fourth 2 K to B 

3 B to K R seventh 3 K to K 

4 Kt to K fifth 

IN THE FIRST PLACE. 

4 K to B 

5 Kt to Q, seventh + 5 K to K 

6 K to K sixth 6 K to Q, 

7 K to Q, sixth 7 K to K— If he go to Q, B, he 

is mated by a similar process, in fewer moves. 

8 B + 8 K to Q, 

9 Kt to Q, B fifth 9 K to Q, B 

10 K B to B seventh 10 K to Q— If he go to Kt, he is 

checkmated in less time. 

11 Kt to Q Kt seventh + 11 K to Q B 

12 K to Q, B sixth 12 K to Kt 

13 K to Kt sixth 13 K to B 

14 B + 14 K to Kt 

15 Kt to Q, B fifth 15 K to R 

16 B to Q, seventh 16 K to Kt 

17 Kt +, and then checkmates with B. 

IN THE SECOND PLACE. 

4 K to Q 

5 K to K sixth 5 K to B second (best) 

6 Kt to Q, seventh 6 K to Q, B third— If he play K 

to Q, or Q, B, you move K Q, sixth, and drive him to the 
angle in fewer moves j if, instead, he move to Kt second, 
r 2 



244 



ENDINGS OF GAMES WITHOUT PAWNS. 



you play B Q third, and on Black's coming with K to B 
third, you play BQB fourth, and then to Kt fifth. 

7 B to Q third 7 K to Q B second 

8 B to Q, Kt fifth 8 K to Q, 

9 Kt to K fifth 9 K to B second 

10 Kt to Q B fourth 10 K to Q 

11 K to Q, sixth 11 KtoQB 

12 Kt to R fifth 12 K to Q, 

13 Kt to Kt seventh + 13 K to B 

14 K to B sixth 14 K to Kt 

15 Kt to Q sixth 15 KtoR second 

16 K to B seventh 16 K to R 

17 B to Q, B fourth 17 KtoR second 

18 Kt -f-, and then mates with B. 

KING AND TWO ROOKS, AGAINST KING AND ROOK. 

The player with the two Rooks wins by force. He compels K 
to go on to one of the extreme lines, and thus forces mate, or an 
exchange of Rooks. Example, White to play. 

White — K K R 7, Rooks K B 7, and Q B 7. 
Black — K at K fifth : R at Q Kt seventh. 



1 


Q R to Q B 


1 R + 


2 


K to Kt eighth 


2 R to Q R seventh 


3 


R to Q, 


3 R to Q R + 


4 


K to R seventh 


4 R to R seventh 


5 


K R to K seventh + 


5 K to K B sixth 


C 


R to K B -f 


6 K attacks R 


7 


RtoKB sixth 


7 R to Q, R sixth 


8 


R to K Kt seventh + 


8 K to R seventh 


9 


R to K R sixth +> compelling Black to interpose R, after 



taking which, you win. 

Having studied this, place the same pieces as follows : — 

White — King at adv Q, Rooks at Q B 5, and Q R 7- 
Black — K at Q third ; R at K R fifth. 

If Black had the move now, he would at once give checkmate J 
but if White play first, you win by moving R K R fifth. 

KING AND QUEEN, AGAINST KING AND ROOK. 

In general positions, Q wins by force against R ; exceptions 
arising, where R is able to obtain stalemate, through being oppor- 
tunely abandoned. The Queen's tactics aim at gaining R by a 
divergent check, which the adversary must eventually suffer, or 
receive mate. Queen's operations are facilitated by driving K to 
the extreme line of the board, and by separating R from the 
support of his monarch. 



ENDINGS OF GAMES WITHOUT PAWNS. 



245 



FIRST POSITION. 

White — K at his B third, Queen at K. 

Black — K at his R seventh, and R at K Kt 7- 

This situation is one of the class into which you can always 
compel Black, and I have thought it needless, therefore, to place 
Black in a position, from which defeat can be longer protracted. 
Either party having now the move, you quickly win. 

If Black have to play, and move K, you pin R. If he play R 
to Kt 8, you mate on the move. If he play R to his Kt 4, you 
win R. If he move R to Kt 3, you + at K 5, and on his playing 
to Kt 8, + at Q, B 5, compelling his return to Rook's file, and 
then winning R by a divergent +. Play, in fact, as he may, you 
win Rook in four moves. 

1 Q, to K fifth -f- 1 K to Kt eighth, or R eighth 

2 Q to Q R + 2K moves 

3 Q to K, throwing the move upon Black, in the original 
position, and thereby winning. 

SECOND POSITION. 

White — K at his third, Q at K Kt fourth. 
Black — K at K B eighth, R at K R seventh. 

White moves and wins thus : — 

1 Q home + IK moves 

2 Q, to K second + 2 K to Kt eighth 

3 QtoK+ 3 K moves 

4 Q, to K B second + 4 K to R third 

5 Q to K B third + 5 K moves 

6 K to B fourth, and presently forces mate. 

THIRD POSITION. 

White — K at his Kt eighth, Queen at K third. 
Black — K at his B eighth, R at K B seventh. 

If White have the move, you win ; but if Black have the move, 
he draws by chg at Kt 7 : persisting in chg on Kt 7, and R 7? if 
you keep on either of those files, and pinning Q if you play K to 
K file. If you ever play K to R 3, he equally + at R 7> since if 
you take lie is stalemated. If you ever get KtoKB 3, he may 
+ at Kt 6, and equally give Rook for stalemate. 

FOURTH POSITION. 

White — K at his B third, Q at K B fourth. 
Black— K at K R eighth, R at K R seventh. 

Black, having the move, draws by chg at K B 7? for if you 
take, you stalemate, and if not, he captures Q. 

FIFTH POSITION. 

White — K at his B third, Q at K third. 
Black — K at K R eighth, R at R Kt seventh. 

If Black have to play, he draws. 



246 



ENDINGS OF GAMES WITHOUT PAWNS. 



SIXTH POSITION. 

White — King and Queen each at their third. 
Black — King at his eighth, R at K B seventh. 

If Black have to play, he draws. 

SEVENTH POSITION. 

White — K at his B fourth, Q at her K second. 

Black — K at his R sixth, R at K Kt sixth. 

White wins, both with, or without, the move. If White have 
to play, you move Q to K, and if Black then -f- at Kt 4, you 
move K to B 3 ; and, playing instead R to Kt 7, you mate in 
three moves. If Black have the move, he must not move K. 
There are many squares to which he may play R, but none pro- 
tract defeat longer than 

1 R to K Kt eighth 1 Q to K R fifth + 

2 K moves 2 Q to K Kt fourth + 

3 K to R seventh (best) 3 Q to R fourth + 

4 K to Kt second 4 Q to K Kt third + 

5 K to B (best) 5 Q to K B third -f 

6 K to K eighth 6 K to his third, mating sub- 

sequently in three moves. The variations arising from 
this position are carried out by Lolli at great length. 

EIGHTH POSITION. 

White— -K at K B fourth, Q at K fifth. 

Black — K at his R seventh, R at Q Kt seventh. 

Black has the move, but must lose. His best moves are chg 
at KB 7, or moving R to Q R seventh. Playing either of these 
moves, he will lose Rook, or receive mate, in ten moves at most. 

NINTH POSITION. 

White— It at his third, Q at K Kt fourth. 
Black — K at K B, R at K R seventh. 

In nine or ten moves, White wins Rook or mates ; and this, 
without regard to the first move. 

KING AND QUEEN, AGAINST KING, ROOK, AND PAWN. 

With the addition of Pawn, the R makes a much stouter fight ; 
and, although in the generality of cases, Q would still win, the 
weaker force can draw, if they obtain certain positions, the three 
mutually supporting each other. 

FIRST POSITION. 

White — K at Q fifth, Queen at her B seventh. 

Black — King at home, R at K third, Q P unmoved. 

Drawn, whichsoever play first. Black keeps his King alter- 
nately on his square and on his second, and prevents your King 
from passing round, moving his R on to Q B 3, and K 3. The 
same principle would hold good to draw by, with either of the 
other Pawns, excepting Rooks' Pawns. 



ENDINGS OF GAMES WITHOUT PAWNS. 



247 



SECOND POSITION. 

White — King at his second, Q at her B fifth. 

Black — K at home, R at K 2, P at K sixth. 

Again the game is drawn, if Black persist in keeping his ground 
with King, defending Rook ; and playing R only to K 2, and K 3 ; 
and this would equally apply to any other Pawn similarly posited, 
except R P. 

THIRD POSITION. 

White— K at his B 4, Q at her third. 
Slack — K at his 2, R at K 4, P at Q 3. 

Here, through the Pawn being advanced, you can force the 
game, as shown by Philidor ; being enabled, after a series of 
moves, to get King round to bear on Pawn. 

FOURTH POSITION. 

White — K at his 2, Q at K B 3, Pawns at Q 5, Q B 4, and 
Q, Kt 3. 

Black— K at K Kt, R at K R 2, Pawns at K 6, and K R 7- 
Tn this situation, which occurred to me in play, White had the 
move, and by playing Queen K R, could easily win by advancing 
Pawns. Instead of which, he checked at Kt 3, and Black playing 
King to corner, the game was forcedly drawn for Black, White 
having nothing better to do than to -f- perpetually. Were White 
to give Queen for R P, he would lose the game. 

FIFTH POSITION. 

White— King at K Kt, R at K B 2, K Kt P at home. 
Black— K at K Kt 5, Q at K fifth. 

White to draw. Examine how. 

sixth position. (By M. Kling.) 
White — K K R, Q at Q, R 4. 

Black — K K Kt 4, R K Kt 6, Pawns K B 6, and K Kt 5. 

For solution, see Bell's Life in London, Feb. I, 1846. White 
has the move and wins by force, capturing R in about ten moves. 
The variations run to great length. I have gone through them 
all, and consider this situation a masterpiece of skill. 

seventh position. (By De la Bourdonnais.) 

White— K at Q, Q at K B 5, P Q B 7- 
Black — K K 2, R K 7, Pawns K B 7, K 6 and Q 6. 
White moves and wins, by demanding Kt for P. Solution in 
Palamede, 1837. 

QUEEN, AGAINST TWO KNIGHTS. 
The victory of Queen over any two minor pieces has been 
hitherto considered easy of demonstration, it being supposed the 
inferior force could take up but one effective position in order to 
draw. In 1837, 1 furnished a long article on the battle of Q with 
two Knights (see Palamede for 1837, pages 325 to 342), and was 



248 



ENDINGS OF GAMES WITHOUT PAWNS. 



successful in throwing much new light upon the subject. To this 
has been added considerable novelty by Von Der Lasa, and the 
result appears to be, that the two minor pieces can draw against 
Queen in many situations hitherto unknown, though still, as a 
general proposition, Q may be said to win against two minor 
pieces, in a majority of cases. 

FIRST POSITION. (Lolli.) 

White — K KR2,QQR8. 

Black — K Q 5, Knights K 4, and Q, B 5. Lolli considers this 
position can be won by White, but Von Der Lasa justly corrects 
him, and shows it can be drawn thus : — 

1 KKKt 3 — The first move is of no consequence, but I sup- 
pose White takes it. 1 K Q 6— He might also move 

safely KQB6. 

2 Q Q 5 + 2 K to Q, B 6 
3KKB4 3 K Kt Q 6 + 

4 K K B 3 4 K Kt Q Kt 5— This is pro- 

posed as best by Von Der Lasa. Lolli makes him play 
K Kt K 4 +, which loses him the game. See Lolli, and 
also the last edition of my Treatise, for proof at length. 

5 QtoQ 5 Q Kt to Q 7 + 
C K K 2 6 Q Kt Q Kt 6 
7QK+ 7 K Q, B 5 

8 Q KR4 + 8 K Q B 6 

9 Q K B 6 + 9 Q Kt Q 5 + 
10 KKB2 10 K KtQ4 

The game is drawn. Von Der Lasa considers that the two 
Knights draw against Queen more easily than even two Bishops, 
and believes the secret lies in placing the two Knights side by 
side, close to their King, as in latter stage of above position, and 
not in placing them so as to guard each other. This idea was 
originally broached by Mendheim (see his Treatise, 1832), who 
furnishes our next situation. 

second position. (Mendheim.) 
White — K at K, Q at K R 8. 
Black — K K 3, Knights Q 3, and K 4. 

Either to move : Mendheim justly pronounces this to be drawn. 

third position. (Von Der Lasa.) 
White — K K Kt 3, Q Q B 4. 
Black — K K B, Knights K B 3, and K Kt 3. 

Drawn game, either to move. 
1 Q K 6 1 K K Kt 2 

2KKB3 2 Q Kt K R 7 (best) 

3 K K Kt 4 3 Q Kt K B (best) 
4QQ6 4KKB2 

5 Q Q 5 + 5 K to Kt 2 



ENDINGS OF GAMES WITHOUT PAWNS. 



249 



6 K to Kt 5 — Has no better move. 

6 Q Kt R 2 + draws. 

FOURTH POSITION. 

White — K Q, R 8, Q at K R sq. 

Black — K QB4, Knights Q, B 3, and Q, R 4. The game is 
drawn, first move being of no consequence. The result would be 
similar were White K and Q, placed on indifferent squares. 
Black's plan is to keep K as close as possible to Knights, for if 
he sunder the latter, they will probably perish. He should avoid 
playing K towards the side of the board. 

FIFTH POSITION. 

White — K at Q, R 8. 

Black— K Q, Kt 4, Knights Q, B 3, and Q, R 4. Queen is pur- 
posely omitted, my object being to show that should Black here 
have to play, he must not move to R 3, should White Q, be able 
immediately then to place herself either on her B 5, or any sq of 
her Kt file, since in either such case Black K could not play, and 
must lose through sundering his Knights. 

SIXTH POSITION. 

White— K Q, R 8, Q, Q, Kt 5. 

Black — K Q,R 6, Knights Q, B 3, and Q, R 4 ; Black King, being 
on Rook's file, will lose, whichsoever move first. Black plays 
1KQR7 1 Q, Q, Kt 6 

In the first place, 

2 K Q, R 6 2 Q, Q Kt 

3 K Q, R 5 3 Q, Q, Kt 2, wins. 

In the second place, 
2KQR8 2QKB2 

3 K Q, Kt 8 3QQ2 

4 K Q, R 8 4 Q, Q, B 2, wins. 

SEVENTH POSITION. 

White— K Q, R 8, Q, Q, R 3. 

Black — K K Kt 3, Knights Q, B 3, and Q, R 4. 

White moves and wins, 
1QKB8 1 K K Kt 4 

2QKB7 2 K K Kt 5 

3QKB6 3 K K Kt 6 

4QKB5 4 K K Kt 7 

5QKB4 5 K K Kt 8 

6 Q, K B 3 6KKR7 

7 Q, K Kt 4 7KKR8 

8 Q, K Kt 3, wins. 

EIGHTH POSITION. 

White— K Q B 5, Knights Q 6, and Q, Kt 5. 
Black — K Q, R, Q, K R 8. 



250 



ENDINGS OF GAMES WITHOUT PAWNS. 



Drawn game, whoever moves. This was given me by Mr. 
Brown. See Palamede, 1837. 

NINTH POSITION. 

White — K Q, Kt 6, Knights Q B 5, Q 7. 
Black — K Q R, Q at Q 5. 

Here, White K with move may play to R 6, though generally 
this would be fatal, when Q can reply by taking up Kt file. 

1 K Q R 6 1 Q, Q, Kt 5 (A.) 

» 2 Kt Kt 6 + 2 K Q, Kt 

3 Other Kt Q 7 + 3 K moves 

4 Kt X K and Q, 



A. 

1 Q Q Kt 7 

2 K QR5 2 K Q, R 2 

3 K Q, R 4, drawn. 



TENTH POSITION. 

White— K Q R 4, Knights Q B 5, Q 7- 
Black — K Q R 2, Q, Q Kt 8. 

White with move may draw by keeping K on R 4 and R 5, but 
loses if 

1 K Q, R 3 1 Q Q Kt 4 

2KQR2 2 Q Q Kt 5 

3 K Q, R 3 Q Q7 

4 K Q Kt 4 K Q R 

5 K Q R 5 Q Q B 7 wins, because Knights 

must part. 

ELEVENTH POSITION. 

White — K K B 8, Knights Q 6. and Q Kt 5. 
Black— K Q R, Q Q B 3. 

Black with move wins. 

1 QQ2 1 K to Kt 8 

2 Q K 2 2KtoR8 

3 Q, K Kt 4 3 K to R 7 

4 K moves 4 K to R 8 

5 Q K Kt 3 wins. 

TWELFTH POSITION. 

White — K K B 2, Kniehts Q, 6, and Q Kt 5. 
Black— K Q R, Queen Q, 6. 

Black wins, with or without move. If White have move, he 
retrogrades to corner, where he will be fixed by Queen at distance 
of a Knight's move, and will then lose by being forced to play one 
of the Knights. Should K move first to Kt 2, Queen approaches 
to K 6 ; if instead he go to Kt sq, she comes to K 7? and if from 
Kt 2 he go to R 2, Queen moves to K B 6, and then to K 7- 

Black having originally move, plays K to Kt, throwing the onus 
of changing the situation upon White. 



ENDINGS OF GAMES WITHOUT PAWNS. 



251 



THIRTEENTH POSITION. 

Wliite — K Q Kt 6, Q Q, R 4. 

Black — K Q Kt, Knights Q Kt 2, Q R 2. 

By Vou Der Lasa, who considers this drawn, and gives analysis 
at great length. Black plays 

1 Q Kt Q B + (best) 1 KQB6 

2 Q Kt K 2 + (best) 2 K Q, Kt 5 

3 K Kt Q 3 + (best) 3 K Q Kt 6 
4KQB 4 Q, Q. R 7 

5 K Q, 5QQB7 + 

6 K K, and draws. 

KING AND Q, AGAINST KING AND TWO B. 
Q, wins against the Bishops, as a general proposition, though 
with more difficulty than against the Knights. The Bishops can, 
nevertheless, force a drawn game, should they be able to take up 
similar positions to the following ; in which, supported by King, 
they throw forth a line of attack, across which, adverse King 
cannot pass. 

No. 1. 

White — K at K Kt fourth, and Q, at Q, R fourth. 
Black — K at K Kt 2, Bishops on K Kt 3, and K B 3. 



1 


Q to Q seventh + 


1 


K to B or Kt 


2 


Q to K sixth 


2 


K to Kt second 


3 


K to K B fourth 


3 


B to K R second 


4 


Q to Q, seventh + 


4 


K to Kt third 


5 


Q to adv K -f- 


5 


K to Kt second 


6 


K to Kt fourth 


6 


B to Kt third 


7 


Q, to K sixth 


7 


B to R second 


8 


Q, + at Q seventh 


8 


K to Kt third 


9 


Q to K eighth + 


9 


K to Kt second 


10 


K to R fifth 


10 


Q, B to K B fourth 




The game is 


drawn. 



No. 2. 

White — K at Q. third, and Q, at K Kt sixth. 

Black — K at Q, second, Bishops at Q fourth, and Q B fourth. 

Here Black may also draw the game, if careful not to allow 
your K to pass the line, and to keep his K near the Bishops. The 
King, with Bishops, should not (if possible) plant himself too far 
from the sides of the board. 

No. 3. 

JYJiite — K at his B fifth, Q, at Q, seventh. 

Black— K at his Kt 2, Bishops on K B 2, and K B 3. 

In the first position, when Q, +, had Black covered, you would 
move K to B 5, and take up the present, which is a winning situ- 
ation for White, through Black's now being forced to play his K B 
to a great distance. 



252 



ENDINGS OF GAMES WITHOUT PAWNS. 



K AND Q, AGAINST K, KT, AND B. 
Q generally wins against this force, but many exceptions exist ; 
indeed it is doubtful whether Kt and B cannot always draw if 
close to K. Such was Mendheim's opinion, which has been since 
supported by Bilguer and Von Der Lasa. In 1841, I gave but 
two positions in illustration, and considered then Q's victory all 
but constantly certain. I now re-produce these, together with 
those positions from Von Der Lasa, which certainly tend to prove 
the correctness of his theory. 

FIRST POSITION. 

White — K K R, Queen Q R 4. 

Black — K K Kt 6, B K B 8, Kt K B 2. 

White with move wins, but Black with move draws. 

1 B Kt 7 + IK moves 

2 Kt K Kt 4 — This compels you to sacrifice Q for Kt, and 
draws. 

SECOND POSITION. 

White — K K R, Q on anv indifferent sq. 
BlacJc—K K B 4, B K R 6, Kt K B 6. 

Drawn, either moving first. Black must always play K to sup- 
port Kt, and may move B K B 8, and back to K R 6. If White 
ever play Q Q 3, should Black's K be suitably placed, he wins Q 
for B, by chg with B and then with Kt. 

third position. (Yon Der Lasa.) 
White — K Q 7, Queen Q B 6. 
Black — K K B 2, B K B 3, Kt K Kt 2. 

Drawn, whoever moves. For solution, see Yon Der Lasa. The 
theory of that distinguished author, and his friend Bilguer, is that 
supposing Black King now on K R sq, if Kt were on K R 2, he 
guards three squares, thus preventing White K's winning, except 
by bringing his K near the other. Now suppose Black's B on 
K Kt 3, White could not advance K, and on being driven out 
from his stronghold, could take up defensive, on same plan, else- 
where. 

fourth position. (Yon Der Lasa.) 
White — K Q B 6, Queen K B 3. 

Black — K K 3. B K 4, Kt K B 4. Drawn. Solution in Von 
Der Lasa. White to move. 

fifth position. (Yon Der Lasa.) 
White — K K Kt 2, Queen Q 3. 
Black — K K 8, B K B 7, Kt Q 7. 

Here, either to move, White wins, playing, if you begin, Q K R 
3. Solution in Von Der Lasa. 

sixth position. (Von Der Lasa.) 
White— K K Kt 3, Queen Q 4. 
Black — K K 7, B K B 6, Kt Q 6. 



ENDINGS OF GAMES WITHOUT PAWNS. 



253 



Same position as last, but all moved one square up. Solution 
in Von Der Lasa. Drawn, whichsoever plays. 

K AND Q, AGAINST K, R, AND KT ; OR AGAINST 
K, R, AND B. 

Generally speaking, Queen wins against R and minor piece, 
though with increased difficulty, on account of R's force. I 
append one instance, in which each of these bodies of force can 
draw the game ; adding, however, that he is a fortunate man, 
who ever meets with a similar situation in real play. 

No. 1. 

Wliite — K at K second, and Q at Q Kt fourth. 
Black — K Q, 2, R K R 6, and Kt Q Kt 3. 

Black draws if he have the move, by ehg with R at K 6 j if 
you take R,he + K and Q with Kt ; and if, instead, you remove 
K, he defends R, by playing Kt to Q 4, and supports Kt with K. 

No. 2. 

White — K at Q fourth, and Q at Q R third. 

Black — K at Q,, R at K B fourth, and B at adv Q. 

Black draws if he have the move, by playing B to Q R 5, and 
then to Q 2. It is obvious, that if White take B, he loses Q and 
game. The Queen, in average positions, draws against the two 
Rooks, or against three minor pieces. The two Rooks, and one 
minor piece, would have some advantage against Queen alone. 
In the Chess Player's Chronicle, vol. iv. p. 237, is a curious 
demonstration by my friend Mr. William Bone, that King, Queen, 
and Kt against K alone, can mate on any given square of the 
board ; Herr Szen having already proved that King, Queen, and 
Bishop, against King alone, can force mate on any one square of 
the board, except the two squares Kt 2 and Kt 7> on the long 
diagonal of the colour on which Bishop ranges. 

KING, WITH BISHOPS AND KT, AGAINST K AND R. 

The Bishops and Kt force the game against the Rook ; com- 
pelling the adversary to take up a position similar to the fol- 
lowing : — 

White— K at K R, and R at Q R sixth. 

Black— K at K R sixth, Bishops at Q seventh, and adv K B, 
and Kt at K Kt fifth. 

White has the move. 

1 R + at Q R third 1 K B to K sixth— If he inter- 

pose Kt, you take it with R, gaining stalemate. 

2 R to Q R second 2 K to Kt sixth— If Black + 

with Kt, you take Kt with R, and if, instead, he play K B 
to K B 7, you take it with R, for on his retaking with Kt, 
you win a piece. 

3 R to K R second (best) 3 K B to B fifth 



254 



ENDINGS OF GAMES WITHOUT PAWNS. 



4 R to Q, R second 4 Q B to K R sixth 

5 R to Q, R third + 5 B interposes 

6 R to Q R second 6 Kt + 

7 K to Kt 7 Kt to K fifth dis + 

8 K to corner 8 Kt to Q, seventh, and wins. 
Although the two Bishops and Kt win, as a general proposition, 

against Rook, yet the two Knights with a Bishop cannot expect 
the same success ; and the legitimate result of such conflict would 
be a draw. The Bishops, united, are stronger than the Knights, 
as they strike from a greater distance. When the two Knights 
are left with a Bishop, the Rook has also the chance of exchanging 
for the latter, which can hardly be avoided by his adversary, and 
the two Knights, alone, have not the mating power. It may be 
laid down, that pieces alone remaining on the board, if the supe- 
rior force have but the power of one minor piece in advantage, 
the game is, by its nature, drawn. 

KING AND ROOK, AGAINST KING AND BISHOP. 

A minor piece draws against R, except in certain situations ; 
the B drawing, however, as will be seen, much easier than Kt. If 
you have only a B, observe these rules : — 1 To place your K, if 
possible, on one of the corner squares, and let that corner square 
be the reverse colour of your Bishop, in order that should you be 
checked, you may interpose B on the adjoining square. 2 The K 
not being able thus to gain the corner, not to play B too near K, 
and not to cover + with B if possible. 3 Your K not being able 
to gain the desired corner, and being on an extreme line, keep him 
on the same colour as B ; in order to -f- with the latter, should 
adverse K come in front, to threaten mate. 4 To move the K as 
little as possible. 

White— King at K B fifth, and Rook at Q Kt. 

Black — K at K Kt, and Bishop at Q, Kt seventh. 

If Black now play B to Kt 2, or K R, you win by advancing 
K to Kt 6, but instead of this, he moves B to Q B 6, and if you 
then play K to Kt 6, he goes safely with K to B — drawing. Although 
the minor piece draws against R, two Rooks win with ease against 
two minor pieces ; the force of the Rooks augmenting in similar 



KING AND ROOK, AGAINST KING AND KNIGHT. 

Since my last edition, I have been led to look again at this con- 
flict, induced by M'Donnell's words to me, that he " doubted whe- 
ther R should not always win, provided adverse K move upon any 
square in extreme line, except the four centre squares." I find 
this cannot be proved to be so, but I also find that R has consi- 
derably more power than has hitherto been supposed, for that the 
cases in which Kt draws may almost be termed the exceptions, the 
rule being that generally R should win. It is notorious that R 
can always drive K to extreme line, but I believe the latter then, 



ENDINGS OF GAMES WITHOUT PAWNS. 



255 



in opposition to M'Donnell's opinion, has more chance on the Kt 
sq than on the Bishop's. I submit, too, as a general proposition, 
that to draw, it hardly matters where Black K stands, so that the 
Kt has the move on your approaching him, and that if he has not 
the move, he must fall. I proceed to support my views by prac- 
tical illustrations. 

FIRST SITUATION. 

White — K K 6, E, Q R 5. 
Black— K at Q, Kt K 2. 

Here if R + at Q, R 8, Black covers with Kt and draws, 
because you cannot play K to Q, 6. Were your K so placed that 
he could move, after chg with R, to Q, B 6, Black must not inter- 
pose on your chg, but move K. If, again, your K were originally 
at Q, B 5, or Q, Kt 6, Black must move K Q, 2, on your chg in 
corner, for if he interpose Kt, you win by advancing K Q, B 6. 

SECOND SITUATION. 

White — K K R 6, in + of Kt, R Q, R 7- 
Black — K K B, Knight K B 2. 

Now, if you retire K to Kt 6, Black should move Kt to Q,, or 
Q, 3, for if he + at K R, you win by placing K on K B 6. This 
shows that he must never play Knight, unless forced, to corner 
squares. 

THIRD SITUATION. 

White — K at K B 6, R Q, R 7- 
Black— K at K R, Kt at K B. 

Either to move, White wins ; proving the danger of defence 
having King on a corner square. 

FOURTH SITUATION. 

White— K K B 6, R K R 7. 
Black — K at K, Kt K R 3. 

Black draws by chg at home, for if he + at Kt 5, you win him 
by a method to be presently developed. 

FIFTH SITUATION. 

White — K at K 6, R K R 7. 
Black — K at K B, Kt K Kt 5. 

This may be termed an easy problem, White having to move, 
winning Kt by force, in three moves, your first move being R to 
K R 3. It is curious this simple matter should have been 
overlooked by Lolli and Ponziani, both of whom in this very posi- 
tion consume a number of moves in winning Kt, beginning with 

SIXTH SITUATION. 

White— K Q, 6, R K R 7. 
Black — K at Q, Kt K Kt 5. 

Here Black loses whether he have the move or not, which I 
only recently discovered. If Black move K Q B, you win Knight 



256 



ENDINGS OF GAMES WITH.. T PAWNS. 



in a series of moves beginning R K R 4. And suppose he plays 
instead 1 K K — This position is supposed 

to be drawn, by all authors, including Lolli, Ponziani, Yon Der 
Lasa, &c, but yet you can win by force. 

2 K K 6 — Instead of this, previous writers a41 make you attack 
Kt with R at K R 4, on which Kt retreats to K B 3, and draws. 

2 K Q, — It is obvious he cannot 
move Kt, and playing K K B, he creates the situation last ex- 
amined. 

3RKR4 3 Kt K 6 (or A.) 

4 R K 4 — We now arrive at a position given by Lolli. 

4 Kt K B 8 (or B.)— If he now 
play Kt Kt 7, he locks himself up. If he plav Kt Q 8, R 
+ K and Kt. 



5 


R Q 4 + 


5 K Q B 2 


G 


R Q 3 


6 K Q B 3 


7 


K K B 5 


7 K Q B 4 


8 


K K B 4 


8 K Q B 5 


9 


RQ, 


9 Kt R 7 


10 


K to Kt 3, wins Kt. 





Variation B. 

4 Kt Q B 7 

5KQ6 5 Kt Q R 6— If he play K to 

Q B, you -f- K and Kt. If he play Kt R 8, you win by 
moving R Q. R 4. 

6 K to Q B 5 6 Kt Q B 7— If he play Kt Kt 

8, you win by R Q, 4 +, aud then R Q 3. 

7 R K 2 7 Kt R 6 

8 K to Kt 4 8 Kt to Kt 8 

9 R Q Kt 2, wins Knight. 

Variation A. 

3 Kt KB" 
4KKB5 4 K to Q, B 2 

5RQ4 5 K to Q B 3 

6 R Q 2 6 Kt K R 6— If he move Kt K 

R 8, vou simply bring up King, which devours him. 

7 R K Kt 2, wins Kt. 

SEVENTH SITUATION. 

White— K K B 6, R Q, B 6. 
Black — K at K, Knight Q 5. 

White having the move wins, by cutting off Knight on the plan 
just set forth. 

EIGHTH SITUATION. 

White — K K 5, R Q, 5. 

Black — K K B, Knight K Kt 4. 

White to move and win. 



ENDINGS " . GAMES WITHOUT PAWNS. 



257 



1KKB6 1 Kt K 5 + 

2 K to B 5 2 Kt Kt 6 + 

3KtoB4 3 Kt K 7 + 

4KK3 4 Kt Q, B 6 
5 RQR5, wins. 



NINTH SITUATION. 

White — K K B 6 in +, R K R 6. 
Black — K K Kt, Kt Q, 2. 

White wins thus : — 
1 K K 7 1 Kt K B— If he play Kt to K 4, 

you win by R to K 6. 
2RKB6 2 Kt to K R 2 

3 R to Kt 6 + 3 K to R 

4 Mates in three moves. 

TENTH SITUATION. 

White — K Q, 6,*R K B 3. 
Black— K at K Kt, Kt K B. 

This is very similar to our last position. White wins here in 
five moves. 

1 K to K 7 1 Kt Kt 3 H If he play Kt to 

K R 2, you win as in our last position. 

2 K to B 6 2 Kt K B — If he play K to R 2, 

or Kt K R 5, your course is too easy to point out. If he 
move Kt K R, you + with R at K Kt 3 ; continuing with 
R K Kt 7, if he move away K to B, or with R to K Kt, if 
he play K to R 2. 

3 R K Kt 3 +, and wins Kt, or Mates, in two more moves. 

ELEVENTH SITUATION. 

White — K K Kt 6, R K R 4. 
Black— K at K Kt, Kt K B 2. 

White to move and win. 

1 R K 4 1 Kt K R H If Kt play to 

Q, 3, you win by R K 6. 

2 KKB6 2 KKR2 

3 R K Kt 4, wins. 

K, R, AND KT, AGAINST K AND R. 
This description of force placed in opposition, yields a drawn 
game in the majority of cases, but an eminent player, the late Mr. 
Forth of Carlow, proves in the Chess Player's Chronicle, that the 
single Rook has much greater difficulty in drawing, than generally 
supposed, and that the major force can gain the day in many 
situations heretofore considered drawn. I append Mr. Forth's 
positions. For their solutions, &c. see Chess Player's Chronicle, 
vol. iii. p. 368. 383 ; and vol. iv. p. 53 and 90. Mr. Forth's de- 
monstrations are cmite satisfactory, and the situations in question 
equally curious as beautiful. 



258 



ENDINGS OF GAMES WITHOUT PAWNS. 



FIRST POSITION. 

White — K at K B 6, R K Kt 2, Kt Q B 2. 
Black — K at K B, R Q B 4. 

White to move, and prove a won game in six moves. He begins 
Kt Q, 4, and on being answered as best by K home, continues 
Kt K 6. 

SECOND POSITION. 

White — K K B 5, R Q B 2, Kt Q 5. 
Black — K K B 2, R Q, Kt 4. 

White to move and mate in ten moves. You begin R Q, B 7 +j 
and on his replying as best with K home, you move K K 6. 

THIRD POSITION. 

White — K Q, 4, R Q, B 3, Kt Q, 2. 
Black — K K B 3, R K 4. 

White proves a won game in four moves, beginning by Kt K 4 -f- 

FOURTH POSITION. 

White — K K B 6, R Q Kt 7, Kt K 4. 
Black— K at home, R at Q, R. 

White moves and mates in twenty moves. 

FIFTH POSITION. 

White — K K B C, R K 5, Kt K 6. 

Black — K K R, R Q, Kt 7, or any other square where he does 
not K. 

White to move and mate in fifteen moves. Mr. Staunton 
remarks on this, that mate can be given in thirteen moves. See 
Chess Chronicle, vol. iv. p. 91. 

SIXTH POSITION. 

White — K K B 6, R Q, 3, Kt Q, B 5. 
Black — K at home, R Q, Kt 5. 

White to mate in eighteen moves. 

SEVENTH POSITION. 

White— K K B 5, R Q B 5, Kt K 6. 
Black — K K B 2, R Q, 3. 

AVhite to mate in fifteen moves. 

EIGHTH POSITION. 

White — K K Kt 5, R Q, Kt Q B 7- 
Black— K K B 2, R Q, B. 

White to mate in six, or to prove a won game in three moves. 

K, R, AND B, AGAINST K AND R. 
Whether R and B can win against R, in every possible situ- 
ation, is a problem, as yet unsolved. Philidor has given us a 
beautifully played position, in which the Mate is forced ; but as 
it does not appear that the weaker power can be compelled to take 
up a similar situation, his analysis is inconclusive, relative to the 



ENDINGS OF GAMES WITHOUT PAWNS. 



259 



general question. La Bourdonnais originally considered the vic- 
tory "proven," but subsequently changes his opinion, chiefly 
through the analysis of Szen, which latter great player pro- 
nounced for the draw. M'Donnell thought it should be drawn, 
and Von Der Lasa is of the same mind, together with Cochrane 
and St. Amant. Ponziani considers the victory can be demon- 
strated, but jumps at his conclusion too hastily. He says the 
present case forms the sole existing exception to the general rule, 
that the preponderance merely of one minor piece, there being no 
Pawns, is never productive of the mating power. I believe, on 
the contrary, that the present balance of force falls strictly within 
that category ; though the defence, as well as attack, is of the first 
order of difficulty. As the position given by Philidor has been 
repeated by almost every writer since, I here substitute some 
newer examples of situations which are either won or drawn " by 
force adding, that in my own opinion, R and B draw against 
R, except in peculiar cases, but that the question is not closed. 
(K, R, and B, win easily against K and B.) 

FIRST POSITION. 

White — K Q, B 6, Rook Q, R 6, B Q, B 5. 
Black — K at Q B, and R at Q Kt second. 

White to move and win by force. 

1 R to adv Q, R + 1 R interposes 

2 R to Q R seventh 2 R to Q Kt seventh 

3 R to K Kt seventh 3 R to Q seventh 

4 R to K B seventh 4 R to adv Q (A.) (B.) 

5 R to Q R seventh 5 R to adv Q, Kt (C.) 

6 B to Q R third 6 R to Q Kt sixth (D.) 

7 BtoQ sixth 7 R to Q B sixth + 

8 Q B covers 8 R to Q, Kt sixth 

9 R to Q B seventh + 9 K to Kt 

10 R to K seventh 10 K to corner 

11 R to K fourth 11 Rto Q Kt seventh,Q Kt eighth, 

or Q, Kt second. 

12 R to R fourth + 12 K to Kt 

13 B to Q sixth + 13 K to Q B 

14 R + 14 R covers 

15 Rook gives Checkmate, taking R. 

A. 

4 R to Q sixth 

5 R to Q R seventh 5 K to Kt 

6 R to Q, R fourth 6 RtoQB sixth, to prevent B 

from chg at Q, sixth. 

7 R to K fourth, and Black must take B with R, &c. 

B. 

4 R to Q, 

5 B to K seventh 5 R to K Kt, or K R 



2G0 



ENDINGS OF GAMES WITHOUT PAWNS. 



6 RtoKB fifth 6 K to Kt 

7 BtoQ sixth + 7 K to B 

8 R to Q Kt fifth, &c. 

C. 

5 K to Kt 

6 RtoQR fourth 6 R to adv Q B 

7 R to K fourth, and Black must take B with R. 

D. 

6 K to Kt 

7 R to K B seventh 7 K to corner 

8 R to K B fifth 8 R to Q Kt second 

9 RtoKB fourth — If Black now move R to K Kt second, or 
Q Kt sixth, you mate in four moves. 

SECOND POSITION. 

White— K at Q R sixth, R at Q sixth, and B at Q R fifth. 
Black — K at Q R corner, and R at Q Kt second. 
White can win by bringing K to Q B sixth, as follows : 

1 BtoQ Kt sixth 1 R to R second + (A.) 

2 K to Q Kt fifth 2 R to K R second (B.) (C.) 

3 K to Q, B sixth 3 R to K R 

4 BtoQB seventh 4 R to K Kt 

5 RtoQ fifth 5 R to K Kt third chg 

6 B covers 6 R to K Kt second 

7 R to K fifth 7 R to K R second 

8 R to adv K + 8 K to Q R second 

9 Mates in two or three moves. 

A. 

1 R to Q, Kt 

2 B to Q, B seventh 2 R to Q B 

3 K to Q, Kt sixth 3 R to K Kt 

4 RtoQ fifth, and then, B to Q sixth, wins. 

B. 

2 R to Q Kt second (C.) 

3 KtoQB sixth 3 RtoQ Kt 

4 R to Q fifth — If he -{- at Q B, you cover with B, and mate, 
or win R, next move. If he return to Q Kt second, you play R 
to Q fourth ; and if, instead, he play R along the last line, you 
+ with RatQR fifth, &c. 

C. 

2 R to Q R eighth 

3 KtoQB sixth 3 R to adv Q B + 

4 B covers 4 R to adv Q Kt 

5 R to Q fourth, and then mates in four moves. 

THIRD POSITION. 

White— K K Kt 6, R K 6, and B at K Kt fifth. 
Black— K at K Kt, and R at K B second. 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



261 



This position is taken from Lolli, who says that White cannot 
win, for Black can always prevent him from bringing K to K 
sixth, and B to K fifth, without which you can never force the 
game. The same position may occur at each angle of the board, 
and is not, therefore, unlikely to be frequently gained, through 
the incautious play of the attacking party. Lolli declines giving 
the moves, on account of the immense space they would occupy. 
An attempt to solve this problem was made by M. Zyto- 
gorsky ; certainly all but successful, but stopping short of absolute 
demonstration. Zytogorsky is of opinion the R and B ought to 
win in every position. — See " Chess Player's Chronicle " for 
Zytogorsky's analysis, vol. ii. p. 427 ; and vol. iii. pp. 13. 45. 
74. and 289. Of all players living, probably Herr Kling best un- 
derstands the question of Rook and Bishop against Rook. 

FOURTH POSITION. 

This and two following were presented as a challenge to the 
players at the Cafe de la Regence, by two players, brothers, from 
Lille, who proclaimed them drawn. The proposition has never 
been invalidated. 

White— K at Q, fifth, R at Q, R sixth, and B at Q, fourth. 

Black — K at Q second, R at K B second. — Drawn. 

FIFTH POSITION. 

White— K at K B fifth, R at Q, R sixth, B at K B fourth. 
Black — K at K B second, and Rook at Q, second. — Drawn. 

SIXTH POSITION. 

White — K at Q fifth, R at K R seventh, and B at Q, fourth. 
Black — K at Q, Rook at Q, eighth. — Drawn game. 

SEVENTH POSITION. 

White — K at K 6, R Q, Kt 6, B K 5. 
Black — K Q, and R Q B 7. 

This situation is by Szen ; who pronounces it drawn ; and con- 
sidei's the same would be the case were the two Kings placed in 
similar relation on K B 6 and K K Kt 6 and K B and K R 6 
and K Kt 8. — See La Bourdonnais' Treatise, vol. ii. p. 187. 

K AND KNIGHTS AGAINST K ; AND ALSO AGAINST 
K AND P. 

The two Kts, if their adversary play correctly, can never force 
mate, with the single assistance of K. Sometimes, however, if 
the player with single K have also a Pawn, the mate can be 
forced ; because, having the Pawn, he has something to move, 
and you are thus enabled to avoid giving stalemate. There are 
also a few positions, when through error the single K allows the 
two Kts to mate. 

No. 1 . 

White— K at K Kt sixth, Kts at K fourth, and Q, sixth. 
Black — K alone at K R corner. 



262 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



1 K to R sixth 1 K to Kt 

2 Kt to K B sixth + 2 K does not return to corner, 

but plays to B, and easily draws the game. 

Replace the pieces, and give Black the move : 

1 K to Kt 1 Kt + 

2 K to B, drawing the game as before. 

Now replace the pieces once more, and give Black a Pawn at 
his Q B third. You will find that if you have the move, you play 
Kt to K B sixth, and will mate the following move. 

If, again, Black play first : 

1 K to Kt (best) 1 Kt to Q, B fifth 

IN THE FIRST PLACE. 

2 K to corner 2 Kt -) Ponziani loses time, 

in finishing off this position. He moves King, instead of 
giving this +. 

3 K moves 3 Kt to Q, seventh 

4 P moves 4 Kt to R sixth + 

5 K moves 5 Kt to K fifth 

6 P moves 6 Kt mates 



IN THE SECOND PLACE. 

2 K to B 2 K to K B sixth 

3 K to Kt 3 Kt to K sixth 

4 If he advance P, or move K to corner, you play K to Kt 
sixth, and then mate in four moves. 

K to R second 4 Kt to K B fifth 

5 If he play K to Kt, you answer with K to Kt sixth, and then 
mate in three moves. 

K to corner, or P moves 5 K to K B seventh, and will 
mate in three moves. 

No. 2. 

White — K at Q Kt 6, Kts at K B 3, and Q, 6. 
Black— K at Q, Kt, P at K R sixth. 

White mates in four moves, though Black queens. 

No. 3. 

White — K at his B 6, Kts at K B 3, and K 5. 
Black — K at his R third, K R P unmoved. 

Whites plays, and mates in three moves. 

No. 4. 

White — K at Q, B 6, Knights both at home. 

Black — K at Q R corner, Q Kt P advanced one sq. 

White, having the move, to force checkmate. This problem 
was submitted to Lolli, by Taruffi, of Bologna. It is correct, but 
difficult ; for its solution in full, see Lolli. Observe, in the first 
place, you must never take Pawn ; secondly, when Black moves 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



263 



K to R 2, or advances P Kt 4, you must be prepared to play 
Q, Kt Q, second, to go at the proper moment to its third, to prevent 
Black's King coming to R 4, and to prevent the Pawn's attaining 
Kt 6 ; thirdly, when Black plays K to Kt, you must be prepared 
to advance K Kt K fifth. Your first move is K Kt B 3. 

No. 5. 

White — K at Q B second, Kts at Q, Kt, and Q, R 3. 
Black— K at adv Q, R, Q Kt P at seventh. 

White checkmates in five moves. 

No. 6.— By M. Kling. 
White — K K Kt 3, Knights K R 2 and K sq. 
Black — K K Kt 8, P at K 7- 





White to mate in 22 moves, as follow : — 


1 


K Kt from R2 + 


1 


K K B 8 (best) 


2 


K K B 4 


2 


K K B 7 


3 


Q, Kt Q, 3 + 


3 


K K Kt 7 


A 
4 


K Kt K + 


4 


K K R 6 (best) 


5 


K K Kt 5 


5 


K K Kt 6 





K K R5 


6 


K K R6 


7 


Q Kt K B 4 + 


7 


K K Kt 6 


8 


Q, Kt Kt 2 


8 


K KR6 


9 


K K Kt 5 


9 


K K Kt 6 


10 


K K B 5 


10 


K K R6 


11 


K K B 4 


11 


K K R 7 


12 


K K Kt 4 


12 


K K Kt 8 


13 


K K Kt 3 


13 


K K B 8 


14 


K K B 3 


14 


K K Kt 8 


]5 


Q, Kt K 3 


15 


K K R 8 


10 


K K Kt 4 


16 


K K R7 


17 


K K R 4 


17 


K K R 8 


18 


K K R3 


18 


K K Kt 8 


19 


K K Kt 3 


19 


K K R 8 


20 


Q Kt K Kt 4 


20 


K K Kt 8 


21 


K Kt + 


21 


K moves 


22 


Q, Kt mates 







No. 7-— By M. Kling. 
White — K Q Kt 3, Knights Q, 3, and K Kt. 
Black — K Q, R 8, P at Q, 5. 

White mates in 11 moves, thus : — 

1 K Kt K B 3 1 K Q, Kt 8 

2 K Kt Q, 2 -f 2KQR8 

3 K Q, Kt 4 3KQR7 

4 K Kt Q, B 4 4 K Q, R 8 
5KQR3 5 K Q Kt 8 
6 K Q, Kt 3 6KQR8 
7KQB2 7KQR7 



264 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



8 Q, Kt Q Kt 4 + 8KQR8 

9 K Kt Q, R 3 9P + 

10 K Q Kt 3 10 P Q 7 

1 1 Q, Kt mates 

No. 8. 

White — K at his sixth, Kts at K B 5, and Q, 4. 
Black — K at his K R, P at K 6. 

White gives mate in nine moves. 

No. 9.— By Mr. Bone. 

White— K at K B 7, Kts at K 4, and K R 7, P at K Kt 3. 
Black — K alone on his K R fourth. 

White having the move, undertakes to mate with Pawn in six 
moves. 

No. 10— By Mr. Bone. 

White — K at K R, Kts at Q 6, and Q, Kt 6, P Q, Kt 5. 
Black — K alone on Q, R second. 

White to mate with P in six moves. In Chess problems 
wherein you are tasked to mate with a Pawn, such Pawn must 
give mate as a Pawn. 

No. 11.— By Mr. Bone. 
White — K Q, Kt 5, Kts Q Kt 3, and 4, Q, Kt P unmoved, 
Black — K on Q, R coiner sq. 

White offers to mate with Pawn in fifteen moves, and White 
King to be on the square he now fills when he gives mate. 

KING, R, AND P, AGAINST K AND B. 

Unless demonstrated by example, it would startle a young 
player, to learn that Bishop ever draws against Rook and Pawn ; 
yet such is the fact ; nor are the situations, in which Bishop 
draws, by any means so artificial but that they may frequently 
arise in real play ; indeed, it may be laid down as proved, that 
Bishop draws against R and P universally ; if Bishop's King is 
favourably placed, and Pawn on any but Kt file. 

FIRST EXAMPLE. 

White— K at his Kt 5, R at Q, R 7, P at K B 6. 
Black— K at K B, BatQB fifth. 

Whoever has the move, the party is null ; Black being careful 
to play B so as to prevent your posting K K 6, or K Kt 6. If you 
advance P, he must not take it with B, or you would seat K K 
B 6 ; but he first plays K to Kt 2, and might then effect the cap- 
ture. If, instead of moving K, you play R R 4, he must not 
play B K B 8, because you might then move R K B 4, advance 
P, and get K to B sixth. Except in peculiar cases, the Rook 
wins, unless the Bishop commands the Pawn's seventh sq. The 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



265 



same theory applies to Pawns on every file, save the Knight's ; 
against which our next example will show that Bishop cannot 
draw. 

SECOND EXAMPLE. 

White— K at K R 5, R at Q, Kt 7, P at K Kt 6. 
Black— K at his Kt, B at Q, 5. 

White has the move, and wins thus : — 

1 K to Kt fifth (A.) 1 B to K sixth + 

2 K to K B fifth 2 B to Q, fifth 

3 P on 3 K to R 2 (best) 

4 R to Q, Kt 4— If he then take P with B, you + at K R 4 ; 
if Black then interpose B, you mate in four moves, and going 
instead to Kt, you win by playing K to Kt 6. 

4 B to Q, B 6 

5 R to K Kt 4, winning — A little examination will teach you 
where the difference in this respect exists, between the Kt P and 
his fellows. 

A. 

This may be won in still fewer moves, as shown me by M. 
Kling, thus : — 

1 P on 1 K K R 2— If B x P you win 

directly by K K Kt 6. 

2 R K B 7 2 B x P— If he do not take P, 

you may push it, compelling K to take, and then win by 
K K Kt 6 

3 K K Kt 5, wins. 

THIRD EXAMPLE. Salvio. 

White— K at K B fifth, R at Q, Kt 7, P at K Kt 6. 
Black— K at K R corner, B at Q, R eighth. 

White forces the game thus : — 

1 P -\ If he x P with B, you advance K to Kt 6, forcing 

mate in three or four moves. 

1 K to R second 

2 R to its Q, Kt — If Bishop here take P, you + at K R, and 
then win by advancing K. 

2 B to Q fifth 

3 R to Q, Kt fourth 3 B to K B seventh (best) 

4 R to K Kt fourth 4 K to Kt (must) 

5 K to Kt sixth 5 BtoQ fifth 

White will not take B, but plays R to K 4, winning. 

FOURTH EXAMPLE. 

White— K at Q, R 6, Q, B at K Kt, Pawns on K R 2, Q R 7, 
and Q, Kt C. 

Black — K at Q, R, R at K Kt 2, Pawns on K R 6, K Kt 7, 
K B 6, K 5, Q, 4, and Q, B 3. 

Either to move. — Drawn. 



266 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



FIFTH EXAMPLE. 

White — K at Q, R, QBatK 6. 

Black — K at Q R 5, R at Q, B 7, P at Q R 6. 

Either moves. — Drawn game. 

SIXTH EXAMPLE. 

White— K at his fourth, R at Q, P at Q, 4. 
Black— K at his 3, B at Q B 2. 

Similar situations are won for White. 

1 R to Q R 1 B to Q Kt 

2 R + 2 B covers 

3 R to Q Kt sixth 3 K to Q second 

4 K to Q, fifth 4 B to K Kt sixth 

5 R to Kt seventh + 5 B covers 

6 R to R seventh 6 K to Q B 

7 K to Q, B sixth 7 B to K Kt sixth 

8 R to R eighth + 8 B covers, and has lost the 

game ; the result being similar, were his previous moves 
varied. 

SEVENTH EXAMPLE. 

White — K at K Kt 4, R at K R 6, P at K B 5. 
Black — K at his B 2, B at K sixth. 

In working out a drawing position with B against R and P, the 
present example will show that the defence is easier to conduct 
when the Bishop commands Pawn's seventh, than Pawn's sixth 
sq as before us ; although such defence is equally successful. 
White moves, but the game is drawn. 

1 R to Q, B 6 (suppose) 1 BtoQ fifth. 

If you now play K to Kt 5, he -f- you off, and if you move K to 
R 5, he must not remove B from the long diagonal, as you would 
then win by advancing Pawn, but may play K to Kt 2. 

The probable supplementary moves are endless and unprofit- 
able ; aud I prefer developing the elements of defence, which are 
these : — 

He must always be able to check you off, if you get King on to 
either K Kt 5, or K 5, as you would otherwise win by advancing 
Pawn supported by K and R, and Bishop does not command 
seventh sq of Pawn. 

He must keep K fronting P as close as possible, and if checked 
go to B 3. His Bishop must also hold on constantly to the long 
diagonal. He will thus always prevent P going to 6, as he will 
keep both pieces commanding that square ; temporarily displacing 
them as need may be, but following out strictly the principle 
herein sketched. 

K AND Q, AGAINST K AND P AT SEVENTH. 

In ordinary cases, Q, finds no difficulty in ai-resting the march 
of one P, supported by its K ; but if such P have attained its 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



267 



seventh square, the struggle is by no means devoid of interest ; 
the general principle in such cases being that Q, will still win, 
should P be on either King's, Queen's, or Knight's file ; but if 
the P be on B's file, or R's file, the game will be drawn, unless 
Q,'s royal consort be within a certain distance of P. P is of 
course presumed to be supported by its K. 

FIRST EXAMPLE. 

White— K at his Pv fifth, Q at K fourth. 
Black — K at Q, seventh, K P at seventh. 

The present position is equally applicable to P on Q,'s or Kt's 
file. You win, by forcing K, with repeated checks, to go in front 
of P, and each time that he is compelled so to do, you employ the 
move gained, in bringing up K. 

1 Q, to her fourth + ] K to Q B eighth 

2 Q, to K third + 2 K to adv Q, 

3 Q, to her third -+- 3 K to adv King's 

4 K to Kt fourth — If he answer with K K B 8, you play K to 
B 3, and if he then move to Kt, you capture P with Q,, and mate 
next move. 4 K to B seventh 

5 Q, to K Kt third + 5 K to adv K B 

6 K to B third 6 P queens 

7 Q, checkmates. 

SECOND EXAMPLE. 

White — K at Q Kt fourth, Q at K B second. 
Black — K at adv K R corner, P at K Kt 7- 

White moves, and wins, thus : — 



1 


Q, to K R fourth + 


] K to Kt 


2 


K to B third 


2 K to B eighth 


3 


Q, to K B fourth + 


3 K to K seventh 


4 


Q, to K Kt third 


4 K defends P 


5 


Q, to K B third + 


5 K supports P 


G 


K to Q, third 


6 K to adv R — If 



nove in- 
stead to R 7? you -f- at R 4, and then play K to K 3, 
mating instantly. 

7 Q, to K R third + 7 K to Kt 

8 K to his third, and then to his K B 3, &c. 

THIRD EXAMPLE. 

White — K at Q, Kt fourth, and Q, at K second. 
Black — K at adv K Kt, and P at K B seventh. 
Black will now be able to draw, through Pawn's being on 
Bishop's file. 

1 Q, to K Kt fourth + 1 K to R seventh 

2 QtoKB third 2 K to adv Kt 

3 Q to K Kt third chg 3 K to adv R 

If you take P, you give stalemate ; if you +, the same moves 
recur ; the game must therefore be drawn, for you can never gain 
moves, by compelling him to play in front of Pawn. 



268 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



FOURTH EXAMPLE. 

In the last position, Black drew, because your King was so far 
off — in the following case, you win readily with the same force, 
and against the same Pawn. 

White — K at K B fourth, K R P at its seventh. 

Black — K at K seventh, P at K B sixth. 

White has the move, and 

1 P queens ] P advances 

2 Q, to K R second 2 K to K eighth 

3 K to K B third 3 P queens 

4 K to K third, and Black may begin another game. 

FIFTH EXAMPLE. 

White — K at Q Kt fourth, and Q, at K R third. 

Black — K at adv K Kt, and P at K R seventh. 

1 Q to K Kt third chg. 1 K to adv R. 

The game must be drawn : for if you move K, you give stale- 
mate, and if you remove Q, from Kt's file, he plays K away, and 
you are forced to + again, to prevent his queening Pawn. 

SIXTH EXAMPLE. 

White — K at K R fifth, and Q at Q second. 

Black — K at K Kt seventh, and P at K B seventh. 

White, having the move, plays 

1 K to K Kt fourth 1 If he move to B, you play K 

to Kt third ; if he play to R, you may -f- at R 6, and if he 
then move to Kt, you oppose him with K ; but if he then 
play to Kt 2, you + at R 3. 

K to adv Kt 

2 K to K B third— If you play K to Kt 3, he demands Kt for 
P, chg K and Q,. 2 P queens, chg 

3 K to Kt third, giving mate immediately. 

SEVENTH EXAMPLE. 

White — K at K R fifth, and Q at K Kt fifth. 
Black — K at adv K R, and P at K R seventh. 

White moves, and wins thus : 

1 Q to Q, second 1 K moves 

2 K to K Kt fourth 2 P queens 

3 K to Kt third, winning. 

EIGHTH EXAMPLE. 

White — K at Q R fourth, and P at Q seventh. 
Black — K at adv Q, Kt, and P atQ, B sixth. 

This situation actually occurred ; White played 

1 K to Q, Kt third 1 P advances 

2 P queens 2 P also queens 

3 Q, to Q third + 3 K to adv R 



ENDINGS OF GAMES CHIEFLY "WITHOUT PAWNS. 



269 



4 Q, to Q R sixth + 4 K to adv Kt 

5 Queen gives checkmate. 

NINTH EXAMPLE 

White — K at his Kt fourth, Q at her Kt seventh. 

Black — K at Q R seventh, Pawns at Q B 7, and QR2, This 
situation occurred to me in play. White wins by force, but must 
not now take R P, or the game would be drawn. Black's having 
R P costs him the game, as you can bring up King, and put him 
into the stalemate position, of which he cannot avail himself, 
through having a move in hand with R P. You force him in 
front of B P, and thus get King up ; or, if he leave B P, you take 
it. The result of the playing out of this, was our 

TENTH EXAMPLE. 

White — Q at her B second, K at his second. 
Black — K at adv Q R, P at Q R 6. 

White has the move, and plays King any where. Black must 
push Pawn, and Queen mates. 

ELEVENTH EXAMPLE. 

White — K at his B 3, Q at her seventh. 
Black — K at adv Q Kt, P at Q Kt 7- 

White forces mate in four moves. 



K, Q, AND P, AGAINST K AND Q. 
This description of force generally plays into a drawn game ; 
the possibility being so great, either of obtaining perpetual +, of 
changing Queens and arresting P with K, or of winning P by a 
divergent -J-. Still many cases occur in which the heavier force 
wins. 

FIRST EXAMPLE. (Philidor.) 

White — K Q Kt 5, Q Q B 4. 
Black — K K Kt 7, Q Q 3, P K B 6. 

WHITE. BLACK. 

1 K B P 1 

2 Q K Kt 4 + 2Qin 

3 Q K 4 + 3 K to Kt 8 

4 Q to Q 4 4 K to R 7 
5QtoKR8+ 5Qin 

6 Q to K 5 + 6 K to Kt 

7 Q K Kt 5 + 7 Q in 

8 Q K 3, and draws. 

second example. (Allgaier.) 
Wldte — K Q Kt 3, Q Q B 4. 
Black — K K R 7, Q K B 7, P K Kt 7. 

Either moving, Black wins. 



270 



ENDINGS OF GAMES CHIEFLY WITHOUT PAWNS. 



THIRD EXAMPLE. (Lewis.) 

White — K Q, Kt 7, Q, K R 3. 
Black— K K B 8, Q K 7, P K Kt 7. 

Black wins thus : — 
1 QK5 + 

2 K to Q, B 7 2 K to B 2 

3 Q, to K R 2 3 QtoKKt5,andthenQKKt6 

FOURTH EXAMPLE. (Lewis.) 

White— K K R 6, Q, Q, R 2. 
Black — K Q 7, 0, Q 6, P Q B 7. 

Black wins thus : — 
1 Q, Q Kt 4 

2 K to Kt 6 2 K to Q 8 wins. 

FIFTH EXAMPLE. (Lolli.) 

White— Q home, K Q, R 5. 
Black— K K R 8 in +, Q K R 7, P K Kt 7- 
The game is drawn. If 
1 P covers, Q, 
2 Q K B 3 +, and has perpetual +. 

ROOK AND PAWN AGAINST ROOK. 
This ending is generally drawn, unless King who has not the 
Pawn can be cut off by the action of Rook, in which case (presum- 
ing P to be supported by K) Pawn advances to Q, and costs R. 

FIRST SITUATION. 

White — K Q B 4, R Q Kt 7, P Q Kt 4. 
Black — R at K 8, King at K Kt 4. 

White wins by RtoKB 7, and keeping the K B file with 
that piece. The Q Kt P then goes on accompanied by K, and 
costs the Rook. By keeping K B file, you thus build up a wall 
over which Black's King can never pass. 

SECOND SITUATION. 

White — K at Q, Kt 5, R at K R 6, P at Q Kt 6. 
Black — K at Q Kt, R at K Kt 8. 

Similar positions are drawn by their nature, the weaker King 
being in front of adverse Pawn. 

THIRD SITUATION. 

White — K at K Kt 6, R at K 5, P at Q, B 4. 
Black — K at Q, B, R at K B 8. 

An example of another class of positions in which the game is 
drawn by its nature ; Black's K fronting P, and his R throwing 
out a line impassable by your K. If you here propose to change 
Rooks, he X and draws. 



271 



CHAPTER II. 

KINGS AND PAWNS ONLY. 
The art of playing Pawns, at the end of the game, is still imper- 
fectly understood, arising from the great number of vacant squares, 
affording comparatively but little clue as to what should be 
adopted. Pawn play has heen styled by Philidor as the " soul of 
Chess." It is the central arch of the fabric, and its study is most 
material to the student really desirous to excel. If acquainted 
with this branch of the science, he confidently changes off the 
pieces, depending upon his guidance subsequently of the Pawns, 
to give victory to his banner. Perhaps, in this department of 
Chess, more knowledge may be acquired from study than in any 
other, and it is the less excusable to witness the detestable manner 
in which we see Pawns played at the close of the game. Many 
persons who play the superior pieces tolerably, are here ignorant 
of the most simple rudiments of the art ; and throw away winning 
games, or abandon positions in their nature drawn, for want of 
having bestowed a little trouble in analyzing cause and effect scien- 
tifically. Unlike the openings, or middle parts of the game, situ- 
ations involving Pawns alone, are mostly capable of mathematical 
demonstration, as to their legitimate results, and it becomes the 
more essential to make them matter of previous study. 

An important point connected with Pawn-endings is the play of 
the King, whose powers both for attack and defence are here fully 
elicited. " Cribbed, cabined, and confined," while the superior 
pieces are on the board, we find the monarch " every inch a King," 
when left sole lord of the ascendant, and can hardly believe effects 
of such importance can be the work of one, who, during the 
earlier stages of the war, has remained passive in his tent, a mere 
spectator of the onslaught. The conduct of the Pawns is so 
materially influenced by the gaining or losing of what is termed 
" the opposition," on the part of the rival Kings, that I cannot too 
earnestly direct your attention to the necessity of grounding your- 
self in the meaning of this phrase. 

The "opposition" of the Kings in its most simple form is tole- 
rably easy of explanation. Place adverse K on his own square, 
and your own K on his fifth. In such case, he who has the move 
can gain, or take up, the opposition ; that is, he can forcibly place 
his own K in such a relation with the hostile chief, that there is 
but one vacant square between them. To effect this, should you 
(White) have to move, you play King to his sixth ; and hold the 
opposition, by having last moved in this manner, with the oue- 
square-interval between you. On the other hand, if Black have 
to begin, he takes up the opposition, by moving K to his second, 
opposing your K at his fifth, and keeping " the move," because 
it is your turn to play. Such is the most simple form of having 
" the opposition," or " the move." When the two Kings are in 
a state of opposition, it is important to remark that he who has 



272 



KINGS AND PAWNS ONLY. 



played last ha& the opposition, since he who has to move must 
abandon it. 

The opposition equally set up, by the Kings having any odd 
number of squares between them on the same line, whether such 
line be a perpendicular or a diagonal, the Kings being on similar 
coloui's. Thus, suppose each King on his own square, he who 
has to play can gain the move, or opposition by moving to his 
second ; for if each advance on the same file, he will come last to 
the position in which there will be but one square between the 
Kings. Again, place your K on his R's square, and seat Black K 
on his Q,'s R : — the connecting diagonal presents six white squares, 
and he who has to move will win the opposition by moving to 
Knight's second ; coming last to the situation in which there are 
an odd number of squares on the diagonal. To make this clearer, 
move the pieces : 

1 K to Kt second — gaining the opposition ; for if 

1 K to Kt second, also 

2 K to B third 2 K to B third 

3 K advances on the same diagonal. 

It must not be inferred, from this slight preliminary, that you 
are invariably to attempt gaining the opposition, for cases con- 
stantly arise, in which the game is lost through having the oppo- 
sition, although in the majority of situations it is an undoubted 
advantage. My present aim is merely to bring the signification 
of the term clearly home to my readers. 

KING ALONE, AGAINST KING AND PAWN. 

FIRST POSITION. 

White — K at K fifth, and P at K fourth. 
Black — K at K second. 

White has here gained the opposition, and will queen the P, if 
Black have the move ; ex. gr. — Black moves. 

1 K to Q, second I K to K B sixth 

2 If he play K Q, third, you + with P,and if, instead, he move 
to Q,, you advance K to B second. 

K to K 2 K to K sixth — You might also 

move Pawn, but the principle of taking up the opposition 
is best developed by making White play King. 

3 K to Q, 3 K to K B second 

4 K to Q, second 4 P advances and wins 

Now, replace the pieces in the original position, and you will 
see, that if you had to play first, Black could draw the game. 
You play 

1 K to Q, fifth 1 K to Q second 

2 P advances 2 K to K second — If he had 
played to K or Q,, you would win by opposing your King to his, but 
your own Pawn now prevents your winning the important oppo- 
sition. 

3 P advances 3 K to K 

4 K to Q, sixth 4 K opposes K 



KINGS AND PAWNS ONLY. 



273 



5 If you retreat K to K fifth, he plays K to K second. 
P + 5 K to K 

You must either abandon P, or give stalemate. Study this 
attentively ; attempt to win, by playing White K to every square, 
and find out Black's counter-moves. -If your P were on any 
square of the file, with the K opposed in a similar manner in the 
front of it, the result would be the same, and the same principle 
may be applied to every file but the R's, of which I shall give a 
specimen presently. 

From this example, we deduce, that if single K can get before 
P on the same file, on the fronting square, before P can reach the 
sixth sq, he will draw the game, wheresoever adverse K may be 
placed, or whichever party have the move. 

SECOND POSITION. 

White — K at his sixth, P at K fifth. 
Black — K at home. 

This example is quoted in support of the general principle just 
laid down. Black has the opposition, (presuming you have to 
move,) but as P can gain the sixth, without his being able to play 
to his second, his having the opposition avails him not, and you 
here win, whichever moves. 

WHITE MOVES. BLACK MOVES. 

1 P on 1 K to Q, 1 K to Q, 1 K to B 7, and 

2 K to B 7 2 K moves advances Pawn. 

3 P on, and wins. 

THIRD POSITION. 

White — K at K 2, P at K 3. 
Black — K at his fourth. 

Whoever has to move, Black can draw the game. Suppose 
him to play first, he moves to K 5 ; and if White move first 
1 KQ3 1KQ4 
2P+ 2 K K 4 

3KK3 3KK3 
4KQ4 4KQ3 
5P+ 5 K K 3 

6KK4 6KK2 
7KQ5 7KQ2 
8P+ 8 K K 2 

9 K K5 9 K K 

10 KQ6 10 K Q 

11 P + 11 K K 

12 Abandons P, or draws, by giving stalemate. 

FOURTH POSITION. 

White — K at his fifth, P at K third. 
Black — K at his second. 

Whosoever move first, White wins j observing, that if he play 



274 



KINGS AND PAWNS ONLY. 



first, he advances P. Were the King's P unmoved, White would 
equally win, both with and against the move ; and this, whether 
Black's K were at home, or on his second. 

FIFTH POSITION. 

White — K at his third, K P unmoved. 
Black — K at his fourth. 

Black has the opposition, and if you have to move, will draw 
the game ; but, if he have to play first, is compelled to abandon 
the opposition, and P will queen. 

SIXTH POSITION. 

White — K at his third, King's P at home. 
Black — K at his third. 

If you have the move, you win by securing the opposition, 
moving to K 4 ; but, if Black play first, he draws by opposing you 
at his fourth. Were his K on his second square, you would 
win, both with and without the move ; — a nice distinction, and 
one which would equally hold good, were his King at home. 

SEVENTH POSITION. 

White — K at home, and K P unmoved. 
Black — K at home. 

The winning, or drawing, depends entirely upon the first move. 
If White move, he wins ; but if Black move, the latter draws. 
Suppose White to play : 

1 K to Q, second 1 K to his second 

2 K to his third — In similar situations, you must not advance 
Pawn, before gaining the opposition. 

2 K to his third 

3 K opposes K 3 K to Q third 

4 If vou move P,he draws, by playing K K 3. 

KtoKB fifth 4 If he play K Q fourth, you + 

with P, and on his retreating K Q, third, play K K B 
sixth ; if K to K second 

5 If you move P two, he draws the game : you may play 
K to K fifth 5 K to B second 

6 P one 6 K to K second 

7 P one, and wins. 

The play, in the whole of the previous positions, would be equally 
applicable to Pawns placed in similar relation to their Kings, on 
either one of the four centre files. On the Knight's file, a slight 
difference in queening the Pawn must be observed ; but the 
general principle is not thereby invalidated, as I show in my next 
example. Pawns on the Rook's file are subjects for further con- 
sideration, not ranging within the present category. 

EIGHTH POSITION. 

White— K at his B sixth, P at K Kt fifth. 
Black — K at his Book's second. 



KINGS AND PAWNS ONLY. 



275 



Whoever moves, White wins. Suppose White to play : 

1 K to B seventh 1 K to corner 

Now, were the Pawn on either King's, Queen's, or Bishop's 
file, you would march it right on ; but were you to do so now, im- 
mediate stalemate would be the result. 

2 K to Kt third 2 Kmoves,having the opposition, 

it is true, but such opposition being here unavailable towards 
ultimate defence. 

3 K to R third 3 K to corner 

4 P advances, and queens presently. 

NINTH POSITION. 

White — K at his R fifth, P at K R fourth. 
Black — K alone at K R second. 

The single K invariably draws against R's P, if he can get on 
to any one of the squares in front, on the same file ; and this, 
wheresoever the P's K may be. This peculiarity considerably 
reduces the value of R P, compared with either one of the other 
P's. The position before us will prove adequately explanatory. 
It is of no consequence which plays first, but we will suppose 
Black to move, as he therein appears to abandon the opposition. 

1 K to Kt 2 1 K to Kt 5 

2 K to R 2 2 P on 

3 K to Kt 2 3 P + 

4 Kto R second 4 K supports P 

5 K to Kt 5 K to Kt sixth 

6 K to corner — If you advance P, you give stalemate ; ob- 
serving, that were Black's K on any other file, he would have 
room to play out ; but, situate as he is, the margin of the board 
restricts his range. Were there several Pawns on the same R's 
file, behind each other, the result would be similar ; and the 
knowledge of this will frequently save a desperate game, by a 
timely exchange, or even sacrifice, which will leave your adversary, 
with only one or two P's, and those both on the same R's file. 

KING ALONE, AGAINST KING AND TWO PAWNS. 

FIRST POSITION. 

In the following situation, King draws against two Pawns, if 
White have the move. 

White— K K R 7, Pawns K R 6, and K B 6. 
Black — K alone on K B second. 

Should White have to move, Black draws by maintaining the 
opposition ; but if Black have to move, he must abandon the op- 
position, going to K B, and White then wins by K to Kt 3. 

SECOND POSITION. 

White — K at K R 2, Pawns at Q, R 3, and Q, B 3. 
Black — K alone at Q, Kt 4. 

x 2 



276 



KINGS AND PAWNS ONLY. 



Whosoever move first, the Pawns advance to Queen, with 
proper management. If Black have now to play and attack either 
P, the other Pawn moves on. If White have the lead, he brings 
up King. The position is simple, but the finishing part of the 
advance should be carefully examined, as a piece of theory to 
serve as groundwork for more intricate combinations. 

THIRD POSITION. 

White — K at Q Kt 5, Pawns at Q Kt 6 and QR7. 
Black — King on Q R corner square. 

Either party moving, White wins by giving up a Pawn, to get 
his King up so as not to give stalemate. If Black play first, he 
must move to Kt 2, on which you Queen R P, and on his taking 
Q, play your K to R G, or B 6, and then advance Pawn. If 
White have originally the move, you play K to R 5, or B 5, 
throwing the move on Black, and then, on his necessarily coming 
forth, you Queen R P. This is from Ponziani, edit. 1782. 

KING AND TWO PAWNS, AGAINST KING AND PAWN, 
AND MIXED POSITIONS OF KINGS AND PAWNS. 

The two Pawns should win against one ; but there exist many 
exceptions to the rule. The two Pawns are least favourably 
placed, when on the Kt and R file ; opposed to Kt P, or R P. 

FIRST SITUATION. 

White — K Q R fourth, Pawns Q R 2, and Q R 4. 
Black — K at Q R third, P at Q B fourth. 

This situation arose in play. White had the move, and the 
game was drawn. He played thus : 

1 K to R 3 1 K to Kt third 

2 K to Kt 2 2 K to R fourth 

3 K to Kt 3 3 K to R third 

4 K to B 3 4 K to R fourth 

5 R P 1 5 K to R fifth 
6KtoQ3 6KxP 

7 K to K 4 7 K to Kt sixth 

8 K to Q third (best) 8 K to Kt fifth 

9 K to Q second 9 K X P 
10 K opposes K at B 2, and draws. 

SECOND SITUATION. 

White — K K B 2, Pawns K B 3, and K R 2. 

Black — K at K B fifth, and P at Q R second. 

The winning or drawing depends on the first move. If Black 
have to play, he may push Q R P ; you are compelled to stop it 
with K, and the game is drawn. If White have originally the 
move, you play : 

1 K R P two 1 Q R P two 

2 K to K second 2 P to R fifth 



KINGS AND PAWNS ONLY. 



277 



3 K to Q, second, and wins, for your K stops P, while he can 
never take your B P with K, as you would, in that case, queen 
other P. 

THIRD SITUATION. 

White — K at his third, Pawns at K fourth, and K B fourth. 
Black — K at his B second, P at K fourth. 

In last edition, I gave this as a position to he won only hy 
pushing Pawn, considering that if you took P, Black would draw 
by moving KK2, Von Der Lasa corrects me, and proves that 
White wins, whether you take P or advance P. 

FOURTH SITUATION. 

White— K at his fifth, Pawns at K Kt 5, and KB 6. 

Slack — K at his B second, P at K Kt third. 

This position is given as drawn by Lolii, Cozio, and others. 
White can, however, win ; and it is worthy of notice, that many 
similar endings are to be won through the abandonment of a Pawn, 
to gain the move. If you have to play first, you go to Q, 6, and 
then advance K B P, but let Black move first : 

1 K to B 1 K B P advances (best)— All- 

gaier loses time, playing now K K 6. 

2 K x P 2 K to Q, sixth, and wins through 

having gained the move, or, more strictly speaking, through 
having forced the opposition upon Black, who can only 
maintain it temporarily. 

FIFTH SITUATION. 

White — K at his fourth, Pawns at K B 4, and K Kt 5. 
Black — K at his third, Pawn at K Kt third. 
White to move and draw ; Black to move and lose. White 
begins : 

1 K to Q, fourth — If he answer by playing K to B 4, he loses, 
since you move K to K 3. 

1 K to Q, third (best) 

2 K to Q, third 2 K to Q, second 

3 K to his third 3 K to his second 

4 K to Q, fourth 4 K to Q third 

Black perseveres in this system of tactics, and thus draws the 
game ; shunning the trap held out, to play on to K B 4. 
Black having originally the move : — 

1 KtoQ, third — Has no better move, since, if he retrograde, 
you advance King. 1 K B P advances 

2 K to his second (best) 2 P + (best) 

3 K to his third — Black has the opposition, but cannot retain 
it, through your advanced Pawn. 

3 P to B seventh 
4KxP 4 KtoQ fifth (best) 

5 K to his second 5 K to his fifth 

6 K to B second 6 KtoQ sixth, speedily winning 



278 



KINGS AND PAWNS ONLY. 



Pawn and game. Replace this situation, with Black's P 
on Kt 2 ; then if he has the move, he draws by advancing 
P, but if you have move, you win. 

SIXTH SITUATION. 

White — K at Q B second, Pawns at K 3, and K Kt 3. 

Black — K at K B fourth, Pawn at Q R sixth. 

Whoever plays first, you win. Your plan is to attack and take 
R P, observing, not to move either Pawn, till one of them is 
attacked. You then advance the other Pawn, and he dare not 
capture the hinder. 

SEVENTH SITUATION. 

White — K at his fifth, Pawns at K B 5, and K Kt 6. 

Black — King at his second, K Kt Pawn unmoved. 

Either to move, White wins ; but you must not begin by ad- 
vancing Pawn, as he would not take, but would retreat to K B. 
Your first move is K Q, 5. 

EIGHTH SITUATION. 

White — K at his fourth, Pawns at K B 4, and K Kt 4. 

Black — K at his third, Pawn at K B third. 

Whoever begins, the game is drawn. If Black play first, he 
-f- with Pawn, and on your taking, fixes K on B 3. If you have 
originally the move, and +,he plays K Q, 3, and draws the game. 
Suppose Pawns to stand as given, and your K at Q, B 4, and 
Black K at K B 2, you would win if you had the move by K Q 
B 5, and if he answered K K 2, pushing K B P I, as shown by 
Allgaier. 

NINTH SITUATION. 

White— K at his sixth, P at Q, Kt sixth. 

Black — King at home, Pawns at Q, Kt 2, and Q, B 3. 

A drawn game, whosoever begins. If you commence, you play 
to Q, 6, aiming at keeping on Q, 6', and K 6 ; if he goes to K B 2, 
you may attack P, and both make Queens. If Black have origi- 
nally the move, and play to Q, you move to Q, 6, and if he then 
move to Q, B, you return to K 6. 

TENTH SITUATION. 

White — K at Q, B second, and P at K fourth. 

Black — K Q, Kt 2, Pawns K 4, and K B 3. 

White may draw the game, with the advantage of the move. 
Such is the delicacy with which the K must be played, that you 
have hardly ever a choice of squares ; indeed, I have never met 
with a position, in which the principle, required to be constantly 
kept in view, for maintaining the opposition, is more finely de- 
veloped. 

We will suppose, in the first instance, that Black has the move, 
which gives him the opposition and the game. 



KINGS AND PAWNS ONLY. 



279 



K to Q, B third ] K to Q, Kt second — If you play 

to any other square, he can come round, and win P. 

2 K to Q third 2 KtoQB second (A.) 

3 K to K third 3 K to Q, second 

4 K to K B second 4 K to K second 

5 K to Kt third 5 K to B third 

6 K to K R fourth, and wins P. 

A. 

2 K to Q, Kt third 

3 K to K third 3 K to Q, B third 

4 Black may either move the K round, or 
P advances 4 P X P chg 

5K x P 5 KtoQ second 

6 K to K B fifth, and must win. 

Now replace the pieces, and White, having the move, plays 

1 K to Q, Kt third 1 K to Q Kt— Tf he go on the 

Rook's file, you attack his Pawns. 

2 K to Q, Kt second 2 K to Kt second 

3 K to Q, Kt third 3 If he move to Kt third, you 

play to Kt second ; and if K to Q, B : — 

4 K to Q B second 4 K to Q, B second 

5 KtoQB third 5 K to Q, B third 

6 K to Q, B second 6 If he play to Kt fourth, you 



move to Kt third ; and if he go to Q, B fourth, you play 





to Q, B 3. 




K to Q third 


7 


K to Q second 


7 


Same 


8 


K to Q third 


8 


K to Q 


9 


K to Q, second 


9 


K home 


10 


K to K second 


10 


Same 


11 


K to K third 


11 


Same 


12 


K to his second 


12 


If he advance P, you take, 




and on his retaking, 


play 


to K B 2. If, instead of re- 




taking, he moves K to 


B 3, 


you play K to his third. 






K to K B second 


13 


K to B third 


13 


K toB 


14 


K to B second 


14 


K to Kt 


15 


K to Kt second 


15 


K to Kt second 


16 


K to Kt third 


16 


Same 


17 


K to Kt fourth 


17 


K to R third 


18 


K to R fourth 


18 


K to R second 


19 


K to R third 


19 


K to R corner 


20 


K to R second — Drawn 


game 





ELEVENTH SITUATION. 

White — K at Q B third, P at K B third. 

Black — K at Q, B fourth, Pawns at K 4, and K Kt 4. 

Black has the move, but the game is drawn. Play it out. 



280 



KINGS AND PAWNS ONLY. 



TWELFTH SITUATION. 

White — K at his B fourth, Pawn at K R fourth. 
Black— K at his third, Pawns at K B 3, and K Kt 3. 
Black wins the game. Either to move. 

THIRTEENTH SITUATION. 

White — K at his B fifth, Pawns at K Kt 5, and K R 5. 

Black — K at his Kt second, K R P unmoved. 

The Rook's Pawn, or Knight's Pawn, unmoved, with its King 
sufficiently near, draws against the Rook's and the Knight's 
Pawns opposed to it ; provided the two Pawns have reached the 
fifth squares. Black here never moves P until obliged, but per- 
sists in playing K on to these three squares, — R, Kt, and Kt 
second. If Black's Pawn were the King's Kt P unmoved, the 
result would be similar. The game is in its nature drawn ; the 
first move being immaterial. Other single Pawns cannot draw 
against two, similarly related, except under peculiar circum- 
stances. Were one of the two Pawns at home unmoved, Ponziani 
says, White would win, because a move could be opportunely 
gained, through the power of playing unmoved Pawn, at choice, 
either one or two squares. This subject has not yet been suffi- 
ciently analyzed. 

When the single Rook's Pawn is advanced one square, the two 
being on the files in front, both moved, its chance of drawing is 
diminished, and depends chiefly on the move. See my 

FOURTEENTH SITUATION. 

White— K at his B fourth, Pawns at K Kt 4, and K R 4. 
Black — K at his Kt third, P at K R third. 
Here, if you have the move, you win thus : 

1 K to K fifth 1 K R P one 

2 K Kt P one 2 K to B second 

3 K to Q, sixth, as a better move than that of Carrera, who 
plays to K B 5. White now wins by force. Carrera erroneously 
assumes that the Rook's Pawn invariably draws against its two 
opponents. The fallacy is exposed by Lolli. 

Black, having originally the move, in the position before us, 
draws, by K to K B 3. 

FIFTEENTH SITUATION. 

White — K at his fifth, Pawns at K Kt fifth, and K R fifth. 
Black — K at his second, K R P at home, unmoved. 
Drawn game, whoever plays. If you commence, and push 
Kt P, Black must not take, but moves R P on. 

SIXTEENTH SITUATION. 

White— K at his B second, K Kt P and K R P unmoved. 
Black — K at his B fourth, K R P unmoved. 

Black having the move, White wins, says Lolli ; ex. 



KINGS AND PAWNS ONLY. 



281 



1 K to B fifth 1 K R P one 

2 K to his B fourth 2 K to B third 

3 K to his Kt fourth 3 K to his Kt third 

4 K to his R fourth 4 RP advances, &c. 
Writers have laid it down too positively, that the two Pawns, 

thus unmoved, invariably win, against a single Pawn in front. 
Let White have the move in the present position, and we shall 
see that he only draws. White plays 

1 K to Kt third 1 K to Kt fourth 

2 P + 2 K to K B fourth (best) 

3 If you advance R P, he attacks with K. If you move K to 
K B 2, or K R 2, Black attacks R P ; you must defend it with 
Kt P, and the position will come to the same result as that given 
below. 

In the first place, 

K to K B third 3 K R P two 

4 K Kt P one 4 K to K fourth 

5 K to K third 5 KtoKB fourth 

The game is drawn, for you dare not abandon Kt P. 
In the second place, 

3 K to R third 3 K R P two 

4 If you now advance K Kt P 1, he may play K K 4, and will 
find no difficulty hi drawing. If you move K to R 2, he attacks 
K R P. 

K to Kt third 4 K to K fourth 

5 K to K R second 5 K to K B fifth 

If you + with P, he may go on K 4. 

6 K to R third 6 K to B fourth 

7 Whether you push up P, or play K to his Kt third, Black 
draws, by occupying K fourth. 

SEVENTEENTH SITUATION. 

White — K at his fifth, Pawns at K Kt fifth, and K R fifth. 

Black — King at his second, K Kt P unmoved. 

Although you have the move, Black draws. If you push K R 
P, he takes. If you move on Kt P, he answers with K to B. 
Black must be careful never to advance P to K Kt 3. 

EIGHTEENTH SITUATION. 

White — K at his fifth, K B P, and K R P at fifth. 
Black — King on his second, K Kt P unmoved. 

Drawn game. Suppose you try 

1 K to B fourth 1 K to B third 

2 K to Kt fourth 2 K to B second 

3 K to Kt fifth 3 K to B 

4 K to Kt sixth 4 K to Kt, and draws, being 

careful to move K so as to be always able to play Kt, on 
your going to Kt 6. 



282 



KINGS AND PAWNS ONLY. 



NINETEENTH SITUATION. 

White— K at K R 5, Pawns at K R H and K Kt 2. 
Black — K at K Kt, K R P unmoved. 

Either to play White will win, because he can at the proper 
time gain a move ; having the option then of pushing Kt P one or 
two squares. 

TWENTIETH SITUATION. 

White— K at Q, fourth, and P at K Kt fifth. 

Black — K at Q, B 3, Pawns at K Kt 3, and K R 4. 

At first view, it appears as if gaining the opposition would, in 
this case, very little avail White, but yet it is so material, that, 
with the move, you may draw the game. If Black were to play 
first, he would move K Q, third, and you would be obliged to 
abandon P, which he would take and win. White moves 

1 K K fourth — You cannot take the opposition by moving K 
Q, B 4, as Black might, in that case, queen the R P; you therefore 
oppose him diagonally, for with only one square between you, the 
move is still as much yours, as in the more simple method of 
taking up the opposition. Observe, that if he ever advance R P, 
you go after it, and having taken it with K, draw against the other 
P, even though he may win P. 

1 K to Q, B fourth 

2 K to K fifth 2 If Black play to the Q, B 

squares on your half of the board, you must always con- 
front him on the K file. 

K to Q Kt fourth 

3 K to Q, fifth 3 If he advance on your Kt file, 

you confront him on Q, file ; but, if 

K to Q R fourth 

4 K to K fifth — Few players are aware, that the opposition is 
as effectually maintained, hy keeping three, or five squares be- 
tween the Kings, as one ; it may assist the young player to remark 
also, that in simple cases of opposition, the K keeps on squares of 
the same colour as those on which the adverse K moves. If 
Black now advance on R file, you oppose him on K file, observing 
to keep on the same line. 4 K to Q, R third 

5 I have now shown you how to play, in case he move upon any 
square on your half of the board. We will suppose him to retro- 
grade, with a view of out-generalling you. 

K to K fourth 5 K to Q, R second 

6 To make the mode of keeping the opposition more intelligible, 
I let him take each square regularly. 

K to K fifth 6 K to Q, R 

7 K to K fourth— Might equally play with safety K Q, 5. 

7 K to Q Kt 

8 K Q, fourth 8 K to Kt 2 

9 K Q, fifth 9 K to Q, Kt 3 
10 KQ fourth 10 K to Q B 2 



KINGS AND PAWNS ONLY. 283 



1 1 
J 1 


TZ 
IV 


TZ E 
IV O 


11 TZ in f» "R 
11 IV TO v£ S3 


1 9 
1 & 


IT 
IV 


IV 4 


19 K ir\ Ci 
Y.& IV LO V^, 


lO 


TZ 

Iv 


v^, iourtn 


l'-i TZ +n fl 9 
Id IV LO ^ ^! 


TA 
14 


tz 
IV 


i^, nitn 


1/1 V +/-> liia 9 
14 IV l() il lb 


10 


TZ 


TZ K 
IV O 


1 - TZ +„ TZ T> £> 

10 IV 10 IV Ij 4 


lO 


TZ 
IV 


tqf, nitn 


1ft XT +rv "R 
lO IV lO .D 


•1/ 


IV 


\i, iourtii 


1 / IV to IV t 


]8 


K 


to K 4 


18 K to corner 


19 


K 


to B fourth 


19 K to R 2 


20 


K 


to B third 


20 K to Kt 2 


21 


K 


to his third 


21 K to B 2 


22 


K 


to B third 


22 K to K B 


I 23 


K 


to B fourth, 


drawing forcedly. 



Were the two Pawns further advanced, they would win, even 
had you the move. Were they further back, you would draw, 
with the advantage of the move. 

TWENTY-FIRST SITUATION. 

White— K at K R, Pawns Q B 4, Q Kt 4, and Q, R 4. 
Black — K at K R, Pawns Q, B 3, Q, Kt 3, and Q, R 3. 
Black has the move, and ought to draw, either by moving K to 
Kt 2, or by advancing Q, Kt P 1. Not seeing this, he plays 
1 Q, R P one 1 Q, B P one, and you win ; 

observing, that if he had originally played QB PI, you 
would now win by moving Q, R P. 
Replace the position, and you will see, that if White had the 
first move, you would win, playing thus : — 

1 Q, Kt P advances 1 Q, R P takes P 

2 Q, B P one, and wins ; observing, that if he take P with 
Q, B P, you advance Q, R P. 

TWENTY-SECOND SITUATION. 

White — K at K Kt, Pawns at K R second, K R third, 
K B fifth, K second, and Q third. 

Black — K at home, Pawns at K R fifth, K Kt fourth, 
K B third, K sixth, Q, fifth, and Q, fourth. 

Drawn, whoever play first. White must manoeuvre so as to 
be always ready to play K to K B 3, on Black's moving to 
K R 4 ; and must not suffer K B P to be taken. If White have 
the move, and now advance K K Kt 2, he loses. 

TWENTY-THIRD SITUATION. 

White — K at K B, Pawns at K R second, Q B fifth, Q, Kt fifth, 
and Q, R fifth. 

Black — K at Q, 4, Pawns at K B 7, K sixth, K Kt fourth, 
K Kt fifth, Q, Kt second, and Q, R second. 

White moves, and draws. 
1 Q, B P one. — If he take this P, you win by advancing Kt P. 

1 K to Q, third 



284 



KINGS AND PAWNS ONLY. 



2 P x P (best) 2 K to Q, B second 

3 Q, R P advances and draws. 

TWENTY-FOURTH SITUATION. 

White — K at Q Kt 2, Pawns at K R 3, K Kt 4, and Q 5. 
Black — K at K B 2, Pawns at K B 3, K Kt 4, and Q 3. 
This occurred to me in play ; and Black moved, as his best, 

1 K B P advances 1 K to Q, B third (best) 

2 K to B third 2 K to Q fourth 

3 K B P one 3 K to his fourth 

4 K B P one 4 K X K B P 

5 K to his fourth 5 K to Kt third (best) 
6KxP 6KRP one-Draw. 

TWENTY-FIFTH SITUATION. 

White — K Q, 3, Pawns K R 2, Q, B 3, Q, Kt 3, and Q, R 3. 

Black— K at his 4, Pawns K R 5, K Kt 5, and Q Kt 4. 

Either to move and win. If Black have to play, he pushes 
K Kt P, or K R P, no matter which. If White, however, play 
first : — 

1 K to K 3 1 Kt P to Kt 6 

2PxP 2KRPone 

3 K to B third 3 R P to seventh 

4 K to Kt second, and wins. 

TWENTY-SIXTH SITUATION. 

White — K Q second, Pawns K R fourth, Q, fourth, Q, B second, 
and Q, Kt fourth. 

Black— K Q, B second, Pawns K Kt third, Q, fourth, Q, B third, 
and Q, Kt fourth. 

White to move, and win. 

1 K to K third 1 K to Q third 

2 K to K B fourth 2 K to K third 

3 K to K Kt fifth 3 K to K B second 

4 K to R sixth 4 K to B third 

5 Q, B P one — The being enabled to play this wins 

5 K to B second 

6 K to R seventh 6 K to B third 

7 K to Kt eighth 7 K Kt P one 
8PxP+ 8KxP 

9 K to B seventh 9 K to B fifth 

10 K to K sixth 10 K to K sixth 

11 K to Q, sixth 11 K to Q, sixth 

12 K X P 12 K x P 

13 K to Q, B fifth, wins — You win, because his K Kt P is weak, 

having so much space in its rear ; and because your 
K R P is so far from your other Pawns. 

TWENTY-SEVENTH SITUATION. 

White — K at Q, B, K B P, K Kt P, and K R P, advanced 
one sq each. 



KINGS AND PAWNS ONLY. 



285 



Black — K at K B 4, Pawns at K R 4, and K Kt 4. 

If White have to play, he advances K to support Pawns, and 



1 


K R P advances 


1 Kt P x P 


2 


P X P 


2 K to Q, second 


3 


K attacks P 


3 K defends P 


4 


K to Kt sixth 


4 K to K third 


5 


K x R P 


5 K to B second 


6 


K to R seventh 


6 K B P moves 


7 


K R P moves 


7 K B P moves 


8 


K to corner 


8 K B P moves 


9 


K R P moves, and has gained stalemate, unless White allow 




him to queen. 





TWENTY-EIGHTH SITUATION. (Ponziani.) 

White — K at K R 4, Pawns at K R 3, K Kt 2, and K B 3. 
Black— K at K B fifth, KRP, and K Kt P, unmoved ;KBP 
advanced one. 

Black has the move, and can force checkmate thus : — 

I K Kt P one 1 K Kt P checks— If you push 

this P two, he moves KRP one, and mates next move. 
2KxKBP 2KtP advances 

3 K R P one, and mates next move. 

TWENTY-NINTH SITUATION. 

White— K at Q, fifth, Q, R P, Q Kt P, and Q, B P unmoved ; 
K P advanced one. 

Black— K at K 2, Pawns Q, 3, Q, B 4, Q, Kt 5, and Q, R 5. 

Whoever moves, White wins. If you move Q B P 1, Black 
wins by Q, R P 1. Your play is 

1 K P adv 1 KtoQ, second 

2 Q, B P two 2Px« pass. (A.) 
3PxP 3 K to Q, B second 

4 Q, R P adv 4 KtoQ second 

5 K P adv 5 P x P 

6 K X K P 6 K supports P 
HBP adv 7 K to Q, B second 

8 K attacks P 8 K supports P 

9 K to Q, sixth, winning Pawn and game. 

A. 

2 K to Q, B second 

3 K P advances 3 P x P 
4KxKP 4 K to B third 

5 K to his sixth 5 K to Q, B second 

6 K attacks P 6 K supports P 

7 K to Q, sixth 7 If he move either P, you do 

not capture, but advance the Pawn which is en prise. 
If he move K, you take P. 

THIRTIETH SITUATION. 

White— K at his B 8, Pawns at K R 4, and K Kt 5. 



286 



KINGS AND PAWNS ONLY. 



Black — K at K R corner, Pawns at K R 2, and K Kt 3. 

Here, on account of the confined situation of Black's King, he 
must lose. If you move first, you play K to B 7» compelling him 
to advance R P. If Black move first, and play K R P one, you 
may play the same. 

THIRTY-FIRST SITUATION. 

White — K at his third, Pawns at K Kt 3, Q, 4, Q, B 5, Q, Kt 4, 
and Q, R 4. 

Black— K at K B fourth, Pawns at K Kt 4, Q 4, Q, B third, 
Q, Kt third, and Q, R second. 

Black having to move, pushed Q, Kt P, on which White plays : 

1 P X P (A.) 1 P X P 

2 K to B third (best) (B.) 2 P + 

3 K to his third 3 Q R P one 

4 Kto Q third (best) 4 K to his third 

5 K to K third 5 K to K B fourth 

White persists, and draws. 

A. 

1 Q R P advances (bad) 1 K attacks P 

2 K defends K Kt P 2 K to K R sixth 

3 K to B third 3 Pawn + 

4 K to K B second 4 Q, R P advances, wins. 

B. 

2 Q, B P advances (bad) 2 K to K third 

3 QBP advances 3 K to Q, second 

4 K to K B third 4 K x P 

5 K attacks P 5 QRP two, wins. 

THIRTY-SECOND SITUATION. " 

White — K at Q, R fifth, Q, R P, and Q Kt P, unmoved. 

Black — K at K R fourth, K R P, and K B P, unmoved. 

When you are hurrying with a Pawn to queen, and you find 
that your adversary can also queen, look carefully at the moves 
that may be played after both shall have queened. In the 
present case, the bad player, having the move and White, would 
be probably satisfied (seeing that both parties must queen), to 
draw the game ; the good player would look forward, and find 
that if White move first, he can force the game ; ex. gr. — White 
moves — 

1 Q, Kt P two 1 K B P two 

2 Q, Kt P moves 2 K B P moves 

3 Q, Kt P moves 3 K B P moves 

4 Q Kt P moves 4 K B P moves 

5 P queens 5 P queens 

6 Q, to Q, Kt fifth chg 6 Q, must X Q + 

7 K x 0, 7 K to Kt fifth 

8 Q, R P advances to queen, in time to win. 



KINGS AND PAWNS ONLY. 



287 



THIRTY-THIRD SITUATION. 

White — K at his second, Pawns at K R 3, K 5, and Q, 4. 
Black — K K Kt 4, Pawns KR4, and 5, K B 5, and K 3. 
Drawn, whosoever play first. If Black begin, he must not 
move to K B 4. 

THIRTY-FOURTH SITUATION. 

White — K at Q third, Pawns at Q, Kt 4, and Q, B 5. 
Black — K at Q fourth, Pawns at Q, Kt 4, and K Kt 4. 
Drawn, whoever move ; in opposition to Philidor's dictum, that 
if Black move, White wins, Suppose Black to play : — 

1 K to his fourth (best) 1 K to his third 

2 K to Q, fourth 2 K to K B third 

3 K to his fourth 3 K to Kt fourth 

4 K to B third 4 KtoR fifth 

5 K to B fourth 5 Q, B P one 

6 K to K third, and draws the game. 

THIRTY-FIFTH SITUATION. 

White— K at his R 4, Pawns at K 4, and Q, B 4. 
Black— K at his R 3, Pawns at K B 3, Q, 3, and Q, Kt 3. 
Play first who may, the game is drawn. 

THIRTY-SIXTH SITUATION. 

White— King at his Kt 4, Pawns at K R 4, and K B 4. 

Black— King at K Kt third, Pawns at K R 3, and K B 3. 

Drawn game, whoever plays. The shortest way is to check 
with R P. If the first player begin by moving King, the conse- 
quences are worthy of examination. (See Lolli.) 

THIRTY-SEVENTH SITUATION. (Mailteufel.) 

White— K at his fifth, Pawns at K R 5, K Kt 5, and K B 5. 
Black — K at his second, K R P, and K Kt P unmoved. 
Let which will play, White can win. The solution of this, in 
Lolli, fills eleven folio pages ! 

THIRTY-EIGHTH SITUATION. (W. Bone.) 

White— K at Q, R, Pawns at K Kt 6, K B 5, K 5, and Q, 5. 
Black — K at K R, P at Q, R seventh. 

White to mate in ten moves with K B P as a Pawn, without 
taking P or demanding a queen. 

1 B P 1 1 K K Kt 

2 Q P 1 2 K K B 

3 Q P 1 3 K K Kt 
4KP1 4KKB 

5 K P + 5 K K Kt 

6 Q P becomes B 6 K K R 
7BB7 7 K K Kt 
8BK5 8KKR 
9BQ4 9 K K Kt 

10 Pm. 



♦ 



288 



KINGS AND PAWNS ONLY. 



THIRTY-NINTH SITUATION. 

White — K at Q 3, Pawns at Q, B 3, K B 3, and K Kt 4. 
Black — K K 4, Pawns K B 5, K B 3, K 3, and Q, 3. 
White to mate in four moves. 

FORTIETH SITUATION. 

White — K Q B 5, Pawns Q R 3, Q Kt 2, Q, B 2, and Q 3. 
Black — K Q, R 4, Pawns Q R 3, Q, B 3, and Q Kt 5. 
White mates in six moves. 

FORTY-FIRST SITUATION. 

W hite—K at Q Kt 6, Pawns at K 6, K B 6, K Kt 6, K R 6, 
and K Kt 5. 

Black — King alone on Queen's sq. 

White to mate with a Pawn in twelve moves, without making 
any piece. 

FORTY-SECOND SITUATION. (W. Bone.) 

White— K K B 5, K B P, K Kt P, and K P unmoved. 
Black — K at his K R square. 

White to mate with a Pawn, without making any piece, in 21 
moves. Solution in Chess Player's Chronicle, vol. vi. p. 83. 

FORTY-THIRD SITUATION. 

White — K at Q 4, Pawns at Q, R 3, K 4, and K B 4. 

Black — K at Q 2, Pawns at Q, R 5, Q, 3, and K Kt 3. 

Drawn ; either to move. If you play K Q, B 4, he answers 
K K 3, and if you then attack R P, he draws by pushing Q, P, as 
both will queen. If Black has first move, he must keep King on 
second line, for if he play K K 3, you win by K Q, B 4, since he 
must then lose a move by retreating K, and your K will capture 
QRP. 

FORTY-FOURTH SITUATION. 

White — K Q Kt 6, Pawns Q, R 2, Q Kt 2, K B 3, and K R 2. 
Black — K K 2, Pawns at K R 2, K Kt 4, K B 5. 
In real play — White had move, and could win by K K B 5, 
but moving K R P 1, lost the game. 

FORTY-FIFTH SITUATION. 

White — K K Kt, Pawns K B 2, K 3, Q, 4, Q, B 5, Q, Kt 6, and 
QR7- 

Black — K Q R, Pawns at Q Kt 2, Q B 3, Q, 4, K 5. 
White to move and win. Solution in Palamede for 1843. 

forty-stxth situation. (By Szen.) 
White— K K B 4, Pawns K R 4, Q, Kt 4, Q, Kt 6. 
Black — K K B 3, Pawns K Kt 3, and Q Kt 2. 
White to move and win. Solution in Palamede, 1843, p. 524. 

FORTY-SEVENTH SITUATION. 

White — K K 2, Pawns K B 4, K B 5, K 5, Q Kt 2, Q R 3. 
Black — K Q 4, Pawns K R 4, K Kt 4, K B 2, Q, B 5, Q R 3. 



KINGS AND PAWNS ONLY. 



289 



Won in play by Mr. G. Walker of Mr. Cochrane, with White, 
having the move. Solution in verse given in Palamede, 1843, 
p. 477. 

THE SZEN PAWN-PROBLEM ; KING AND THREE 
PAWNS ON EACH SIDE. (See the Frontispiece to this vol) 

When M. Szen visited Paris and London a few years bach, he 
introduced this very difficult Pawn position to the notice of the 
Chess world ; which excited the more interest from M. Szen's 
withholding the solution ; and winning it, for a time, against the 
first players of the day. During the month of June, 1840, I pub- 
lished an analysis of this problem, in " Bell's Life in London," 
together with details of its creation and history. This I proceed 
to give anew, cut down to suit our pocket volume ; and beginning 
with an introductory position of mine, which you will find in the 

PHILIDORIAN. 

SITUATION. 

White — King at Queen's Knight's square. 

Black — Pawns unmoved on Q, R, Q, Kt, and Q, B second sq. 

White K is here on the field, alone, opposed to three Pawns ; 
and I have proved in the " Philidorian," to demonstration, sup- 
ported by several hundred positions, that White K, if originally 
planted on either square of either one of the three files on which 
the Pawns are stationed, being in their van, can arrest their 
march, and win them in detail. It is absolutely necessary to 
master this point, as furnishing a Key to the Szen position ; and 
I therefore presume you to be familiar with this, our preliminary 
study. To stop these Pawns is not so easy as it would at first 
appear to be, since we find Carrera, and other authors, in error 
upon the subject. I proceed to state 

M. Szen's Problem. (See Frontispiece.) 
White — K at Q, Q, B P, Q, Kt P, and Q, R P unmoved. 
Blade— K at home, K B P, K Kt P, and K R P unmoved. 
The party moving, to win by force. 

There are two legitimate modes of winning the Szen position ; 
I cannot define a third. The first method of winning is by 
White's so pushing on his Pawns, as to compel Black to enter the 
cage they present, or, what is tantamount thereto, to place his K 
before them, should they present a convex, instead of a concave 
form. You compel Black thus to place his King, as the only 
means of preventing your going on at once to Queen ; having 
previously ascertained that your own K can stop Black's three 
Pawns, by so fixing himself in advance, that they are forced to 
move, and be picked up in detail : his K being closed up, a 
prisoner, by your Pawns. Black takes up the opposition, but you 
take it up last ; and the " onus " of moving being thrown upon 
his Pawns, their defeat is inevitable. If he adopt the alternative 

u 



290 



KINGS AND PAWNS ONLY. 



of retrograding with King, your Pawns advance to Queen, by 
their own weight. 

In the second mode of winning, "White first secures the oppo- 
sition against the Pawns ; seating himself in the centre of the 
three, or so placing himself in their van, that neither one of them 
* can move without being captured. In doing this, White has pre- 
viously ascertained that he thereby forces Black to move, and as 
Black cannot play either of his Pawns, he must retreat his K, so 
that your Pawns advance of themselves to conquest. 

It may be further laid down as a general principle, that the 
Pawns win by their own specific gravity, should they be able first 
to establish two of the three, unattached, at their fifth squares, 
while the third Pawn remains unmoved. The knowledge of this 
is a point of great importance. 

Now the reason why White, having the first move, can win by 
force, arises from this — that he can, through the move, first place 
himself in such a relation with the adverse force, that he is secure 
of gaining either the one or the other of the winning alternatives, 
according to the counter- play of his adversary. White accord- 
ingly begins by playing his K across, so as to prevent Black from 
fixing two Pawns at their fifth squares unattached, the third 
remaining unmoved. Should Black then hopelessly advance his 
Pawns, your own gain the victory in the interim. The Knight's 
third square is the grand pivot of action for the K ; commanding 
the Knight's file, and prepared to act according to circumstances. 

Black has two legitimate modes of defence — the one being to 
push on his Pawns, the other to seat his K as early as possible in 
front of your Pawns. Should he push on his Pawns, you imme- 
diately oppose them with K ; and then, before he can get his 
King sufficiently round, you will be able either to fix two Pawns 
unattached at their fifth squares, or else advance them, so as to 
secure their going to Queen. Should it be, on the other hand, 
Black's early play, to march K so as to confront your Pawns, you 
compel him to cage himself within their grasp, or otherwise place 
himself, so as to be equally blocked ; while your own K, Black 
being now compelled to move his Pawns, can slaughter his foes 
in detail. The whole turns on the advantage of the first move, 
and teaches a most important lesson, as to the value of one move 
at a particular time. Being second player originally, Black has 
not time to perform either one of the winning conditions. He 
cannot first encage your K within his Pawns, without, in so doing, 
suffering you to push two Pawns to their fifth, with your third 
unattached ; nor can he play his K to the front of White's Pawns, 
without your then shutting him up in their embrace, so as to 
enlock him irretrievably, while his Pawns must march on, by the 
common laws of the game, to speedy destruction. I pronounce 
this to be the finest piece of Pawn-play I have ever met with ; 
and I recommend all amateurs to practise it as a game, until they 
clearly see why the move wins ; and until they are prepared to 



KINGS AND PAWNS ONLY. 



291 



play White's side, correctly, in every contingency which may 
arise from Black's opposing tactics. 

The winning side, which I call White, has frequently a choice 
of moves equally correct ; this is worthy of notice. There exists 
one class of errors, one of which the first player may commit, and 
yet draw the game ; as, for instance, if, as his first move, he 
advance Rook's Pawn to its full extent of march. After this error 
White can draw by force, but cannot win, if Black answer cor- 
rectly. A second error would give the winning power to Black. 
There exists a second class of errors, of graver nature, to commit 
any one of which would cost White the game. 

Drawn games can only arise through White's having committed 
an error of the simpler description ; such as pushing R P, the 
first move, instead of playing K. All drawn games from Szen's 
position turn upon the same point ; the Pawns having taken up 
such a situation, that either party moving one of them would lose 
the game. Both players consequently must persist in moving the 
K, backwards and. forwards, upon certain squares, and the game 
is drawn. 

I proceed to exemplify the mode of play to be adopted by 
White, whom we suppose to have invariably the first mo>*e, in 
order to win from the original position. 

1 K to his second 1 K to Q, second 

2 K to B third 2 K to B third 

3 R P two 3 R P two 

4 B P two 4 B P two 

5 K to Kt third 5 K to Kt third 

6 KtP two 6 Kt P two— If he retreat King, 

instead, to Kt second, you advance Rook's Pawn. 
7RP+ 7 K to R third 

8 BP advances — He will be forced now to place King directly 
among your Pawns, to arrest Bishop's Pawn from advancing. 
Black has always the consolatory option as to which of the losing 
modes of plav to adopt. 8 R P + 

9 K to R third 9 K to Kt fourth 

10 K to R second, stops the Pawns, in the manner I have laid 
down in the " Philidorian," and consequently wins. 

At first sight there would appear to exist an exception to the 
rule I have laid down — that there are but two natural modes in 
which White can win. If Black on the last move push Bishop's 
Pawn, White wins, only because he had the first move. This ex- 
ample does not, however, on reflection, invalidate my position. 
Suppose Black to move, then, 

9 B P one 

10 B P advances 10 B P advances 

11 P + 11 K to R second 

12 B P advances 12 P + 

13 K to R second 13 K to Kt second — If he + 5 you 

go to Kt square 

u 2 



292 



KINGS AND PAWNS ONLY. 



14 KtP advances 14 P + 

15 K to Kt — White easily wins. 

Having given this sketch of Szen's position, let us examine one, 
of which the Hungarian's appears to be a variation. 

SITUATION BY GRECO. 

White — K K, Pawns Q B 2, Q Kt 2, Q R 2. 

Black — K K, Pawns K B 2, K Kt 2, K R 2. 

Greco gives this as a won game for White, if he have the move ; 
but the play advanced in support of his declaration is grossly in- 
accurate. Lewis correctly discovers that if White play as directed 
by Greco, Black can draw the game ; but then jumps to the con- 
clusion that the game is, by its nature, drawn ; the method of 
drawing it, being, says he, for " each player to leave one Pawn 
unmoved," &c. In chess, as in every thing else, time brings on 
its mellow fruits, and the opinions of one year may be scattered 
to the wind, by the experience of the next. Greco's position is, 
in truth, a won game for White, both with and without the first move. 

White wins in Greco's situation, on the same principle as that 
which gives him the victory (if he move first) in that of the Hun- 
garian. Supposing White to have the move, the player, having 
studied Szen's problem, can be at no loss, as White is even one 
move in advance, and his line of conduct thereby becomes more 
easy to chalk out. Should Black, on the other hand, have to play 
first, White equally wins ; because his K can first take tip a win- 
ning opposition to the adverse Pawns. He can first get upon the 
Knight's file, if occasion require, and can first perform all the 
conditions required to win, on the principle of winning Szen's 
situation. It follows that, in point of fact, in playing out Szen's 
position, the first player (say White) will equally win, by moving 
King on to his own square, as to his second. As to the " leaving 
the third Pawn unmoved," &c, such assumption is utterly un- 
founded, as there arise ten thousand variations, in which White 
wins, through his power of first advancing the third unmoved 
Pawn. Greco is correct in his assertion, that White wins with 
the move, although wrong in the outline of play, by which he 
backs his judgment. He appears to have been ignorant of the 
most interesting feature of the case, that it is a won game for 
White, whoever play first. 

It is not unworthy of notice, that with the Pawns placed, as in 
the situations of Szen and Greco, if White King stand on his own 
square, and Black King on his Queen's square, the party having 
the first move would win. 

I now give a few examples of positions, springing indifferently 
from the problems of Greco and Szen, by my friend, Mr. Bone. 
Their solutions are purposely withheld. Both Ponziani and 
Cochrane give a variation of Greco's position. Von Der Lasa has 
some interesting additions to my analysis of the Szen and Greco 
problems. 



KINGS AND PAWNS ONLY. 



293 



SITUATIONS IN WHICH THE PARTY MOVING WINS. 
No. 1. 

White — K at 1 its Knight's third, Pawns at Queen's Bishop's 
fourth, Queen's Knight's fourth, and Queen's Rook's fourth. 

Black — K at Queen's Knight third, Pawns at King's Bishop's 
fourth, King's Knight's fourth, and King's Rook's fourth. 

Either to move and win. It is worthy of remark, that if the 
Kings stood severally on the Knight's second, instead of the third, 
squares, the player moving first would lose by force. 

No. 2. 

White — King at his Knight's fourth, Pawns at Queen's Rook's 
third, Queen's Knight's fourth, and Queen's Bishop's fifth. 

Black — King at Queen's Knight's fourth, Pawns at King's 
Rook's third, King's Knight's fourth, and King's Bishop's fifth. 
Either to move and win. 

SITUATIONS IN WHICH THE PARTY MOVING LOSES. 
No. 1. 

White — King at his Knight's third, Pawns at Queen's Rook's 
fourth, Queen's Knight's fifth, and Queen's Bishop's sixth. 

Black — King at his Queen's Knight's third, Pawns at King's 
Rook's fourth, King's Knight's fifth, and King's Bishop's sixth. 
Either party moving ought to lose. 

No. 2. 

White — King at his Knight's second, Pawns at Queen's Knight's 
fourth, Queen's Rook's fifth, and Queen's Bishop's fifth. 

Black — King at his Queen's Knight's second, Pawns at King's 
Knight's fourth, King's Rook's fifth, and King's Bishop's fifth. 
Either to move and lose. 

SITUATIONS IN WHICH WHITE WINS, EITHER 
WITH, OR WITHOUT, THE MOVE. 
No. I. 

White — King at his Knight's third, Pawns at Queen's Rook's 
fifth, Queen's Knight's fourth, and Queen's Bishop's fourth. 

Black — King at Queen's Rook's third, King's Rook's Pawn, 
King's Knight's Pawn, aud King's Bishop's Pawn, respectively at 
their fourth squares. 

White to win, whosoever moves first. 

No. 2. 

White — King indifferently at his Knight's second or third 
square, Pawns at Queen's Knight's fourth, Queen's Rook's fifth, 
and Queen's Bishop's fifth. 

Black — King at his Queen's Knight's second, Pawns at King's 
Knight's third, King's Rook's fourth, and King's Bishop's fourth. 
White to win, whosoever moves first. 



294 



KINGS, BISHOPS, AND PAWNS ONLY. 



No. 3. 

White — King indifferently at his Knight's second or third 
square, Pawns at Queen's Knight's second, Queen's Rook's fifth, 
and Queen's Bishop's fifth. 

Black — King at Queen's Knight's second, Pawns at King's 
Knight's second, King's Rook's fourth, and King's Bishop's fourth. 
White must win. whosoever have to move. 

EXAMPLES OF DRAWN GAMES. 
No. I. 

White — King at his Knight's third, Pawns at Queen's Bishop's 
second, Queen's Knight's fifth, and Queen's Rook's sixth. 

Black — King at his Queen's Knight's third, Pawns at King's 
Rook's sixth, King's Knight's fifth, and King's Bishop's second. 

Each party persists, as his best course, in playing King upon 
Rook's second, and Knight's third. 

No. 2. 

White — King at his Rook's third, Pawns at Queen's Bishop's 
second, Queen's Knight's sixth, and Queen's Rook's fifth. 

Black — King at Queen's Rook's third, Pawns at King's Bishop's 
second, King's Knight's sixth, and King's Rook's fifth. 

Each player persists, as his best course, in moving King upon 
Knight's second, and Rook's third. 

No. 3. 

White — King at his Knight's second, Pawns at Queen's Knight's 
second, Queen's Bishop's fifth, and Queen's Rook's fifth. 

Black — King at his Queen's Knight's second, Pawns at King's 
Knight's second, King's Rook's fifth, and King's Bishop's fifth. 

Each player persists, as his best, in keeping King upon Knight's 
square, and Knight's second square. The consequences of moving 
any Pawn, in these three drawn positions, would be fatal to the 
party so playing. 

CHAPTER III. 

KINGS, BISHOPS, AND PAWNS ONLY. 

The first point to be noticed, under this class of game-termina- 
tions, is the fact that the King, Bishop, and Rook's Pawn cannot 
win against single King in front of Pawn, unless the Bishop be of 
a colour to command the eighth or queening square, of that Rook's 
file on which the Pawn marches. 

FIRST SITUATION. 

White — K at K R sixth, P at K R fifth, B at K B third. 
Black — King alone in K R corner. 

Either to move, the game is drawn. Black plays : — 
1 K to Kt — If you now +, he returns to corner. 



KINGS, BISHOPS, AND PAWNS ONLY. 



295 



1 K to Kt sixth 

2 K to corner 2 P advances 

3 K moves 3 P + 

4 K to corner, and draws. Vary this as you may, if single 
King keep the corner, the Pawn cannot win. It appears almost 
superfluous to add, that when the Bishop commands the eighth 
sq, victory is quickly forced. If White, in the above position, 
had even several Pawns behind each other on the Rook's file, the 
adverse single King, being in front, would equally draw as against 
one, on account of the Bishop's not commanding the extreme 
square of the file. 

In a former edition, I gave it as my opinion, that if single King 
had K Kt P unmoved in the above position, he would lose ; but 
in this I was in error, since though in such case you could make 
him advance K Kt P, and take it with K R P, thus converting 
our Pawn to a Kt P, yet still he could always assume a position 
to be stalemated, on making such capture. Ponziani appears, like 
myself, to have mistaken the matter, his words being, " Se pero il 
Nero non avesse il Re solo, ma fosse accompagnato da qualche 
Ped., per cui la ped. nemica passasse in fila di Cav., allora il Nero 
perderebbe, &c. I proceed to show, that in certain positions, 
Black's having a Pawn or Pawns, would cause him to lose the 
game against Bishop and Rook's Pawn, even although the Bishop 
do not command the queening square. 

second situation. (By M. Kling.) 
White — K Q B 3, B K R 7, P K R 3. 
Black — K QR8, Pawn K R 5. 

White to move and win. For mode of play, see Palamede, 
1845, p. 526. 

THIRD SITUATION. 

White— K at Q, Kt fifth, Q, B at K fifth, P at Q, R fourth. 

Black— K at Q, R, Pawns at Q Kt 3, and Q, R 4. 

Here, Ponziani demonstrates White's victory ; playing King to 
R 6, on which Black pushes Pawn, which you take, and mate with 
its captor. Had Black originally to move, he would draw, by 
playing constantly on Kt 2, and R 2. 

FOURTH SITUATION. 

White — K any where, B at K R seventh, P at K Kt sixth. 
Black— King alone on K R square. 

In this position, single K draws against B and Kt P, be your 
King where he may, the reason being obvious. If you had a 
Pawn in place of Bishop, you would win ; sacrificing such Pawn 
by advancing it to Queen, at a moment you could follow the move 
by playing King to R 6. 

FIFTH SITUATION. 

White— K »t K Kt fifth, K B at home, P at K R fifth. 
Black— K at his second, K Kt P unmoved. 



296 



KINGS, BISHOFS, AND PAWNS CNLV. 



White wins, both with and without the move ; all depending 
on the situation of Black's King. Give Black the lead : 

1 K to B second * 1 B + 

2 K home 2 K to Kt sixth 

3 K to B 3 B to Q Kt third, wins. 

SIXTH SITUATION. 

White — K at his fifth, B at K R seventh, Pat K R fifth. 
Black — K at his second, K Kt P unmoved. 
White, having the move, wins by playing K B to Kt 8, but 
moving King instead, would give Black the power of drawing. 

SEVENTH SITUATION. 

White — K at K Kt sixth, P at K R fifth, K B at its fifth. 

Black — K at K R corner sq, K Kt P at home. 

Drawn, whoever move, Black having gained the corner. Black 
would equally draw, could he gain Bishop's 3, in this position ; 
presuming your King could not play to either K R /, K R 8, or 
adv K Kt. The Black King on the Rook's 3, is also in good 
drawing quarters, supposing your Bishop to be at K Kt 6, and 
your King near home. 

EIGHTH SITUATION. 

White — K at his fourth, B at K B fifth, P at K R third. 

Black— King at K R fifth, P at K Kt fourth. 

We have seen that White wins against Kt P unmoved, only 
when he can cut King out of corner, with R P at its 5 ; this may 
hi many instances be effected. When the Kt P is advanced one 
square, you can only win through possession of the corner square, 
as your Bishop is comparatively useless ; but it may be deduced 
from the position before us, that when Kt P is far advanced, 
White will frequently win, through Black's King being cramped. 
Suppose Black to play : — 

1 K to R fourth 1 K to his fifth 

2 K to R third 2 K to B sixth 

3 K supports P 3 K to Kt seventh 

4 K to R fifth 4 K to R sixth, wins. 

NINTH SITUATION. 

White— K at his B fifth, B at K sixth, P at K R fifth. 

Black— K at his R 2, Pawns at K R 3, and K Kt 2. 

When Black has a Rook's Pawn left, as well as the Knight's, 
placed as above, he cannot draw by playing to Rsq. In this, and 
certain subsequent situations, if your White P were at its 4, 
Black could draw by pushing R P or Kt P, having the move ; 
but if White had first move, you would then win by pushing R P, 
and creating the situation before us. Black moves here : 

1 K to corner 1 B to B seventh 

2 K moves 2 K to his sixth 

3 K moves 3 K to his seventh 



KINGS, BISHOPS, AND PAWNS ONLY. 



297 



4 KtoR second 4 K to B eighth 

5 K to corner 5 B to Kt eighth, winning. 

If White King were at a certain distance from the scene of 
action, Black would draw, by pushing Kt P, and then R P. 

TENTH SITUATION. 

White — K at Q, B, K B at home, K R P at its 5. 

Slack — K at his second, Pawns at K Kt 2, and K R 3. 

Notwithstanding the unconfined position of Black's King, you 
win, both with and without the move. You place the Bishop at 
K Kt 6, as quickly as possible, in order that your King may go 
to any required distance, without the Pawns advancing. 

ELEVENTH SITUATION. 

White — K at adv Q, R, B at K fourth, P at K R 5. 

Black — K at his second, Pawns on K Kt 2, and K R 3. 

Had you the move here, you would seat B on K Kt 6, and 
win ; but Black, having the move, draws, through your King 
being so far off. 

1 Kt P one 1 P X P 

2 R P one 2 K to Kt second 

3 K to B third 3 K to B third 

4 R P advances, and draws. 

TWELFTH SITUATION. 

White — K at Q, B 2, K B at home, P at K R 5. 
Black — K at Q, R 4, Pawns at Q R 5, K Kt 2, and K R 3. 
The addition of this Pawn does not prevent your winning, even 
if Black move. He plays : 

1 K to Kt 5 1 K to Kt second 

2 P + 2 K to R second 

3 K to R fifth 3 B to B fourth 

4 K to Q, Kt fifth 4 B to Q, Kt third, wins. 

THIRTEENTH SITUATION. 

White — K at Q Kt, B at K Kt 6, Pawn at K R 5. 

Black — K at Q B 6, Pawns on Q, Kt 6, K Kt 2, and K R 3. 

White wins. Black plays : 

1 K to Q, B 5 1 K to Kt second 

2 K to Kt fifth 2 B to K B 7, wins. 

FOURTEENTH SITUATION. 

White — K at K Kt, B at K Kt sixth, P at K R 5. 
Black -K at K Kt 6, Pawns at K B 6, K Kt 2, K R 3. 
Drawn, whoever move. White plays : 

1 K to his B ] Pawn on 

2 B to K eighth 2 K to B sixth 

3 B + 3 K to Kt fifth 

4 B to K eighth 4 K to B sixth 



298 



KINGS, BISHOPS, AND PAWNS ONLY. 



5 B to Q, Kt fifth 5 K to Kt fifth 

6 B to K second -f- 6 K to Kt fourth, then draws, by 

advancing K Kt P. 

FIFTEENTH SITUATION. 

White — K at Q, Kt, B Q, R 2, P K R 5. 
Black — K K R 2, Pawns K Kt 2, and K R 3. 

White to move and win. 

sixteenth situation. (By Mr. Bone.) 

White— K at Q, 6, B K B 5, P K R 5. 
Black — K at K B, Pawns at K Kt 2, and K R 3. 
White to mate in nine moves. For solution, see " Chess 
Player's Chronicle," vol. v. p. 112. 

seventeenth situation. (By M. D'Orville.) 

White — K Q B H, B Q, Kt 5, P Q, B 2. 
Black — K Q, R 2, Pawns Q, Kt 3, and Q B 5. 
White to mate in seven moves. For solution, see D'Orville. 
eighteenth situation. 

White— K at Q Kt, B at K Kt 6, P at K R 5. 
Black— K at his fourth, Pawns at K Kt 2, K R 3, Q B 4, and 
QB6. 

In some few cases, Bishop and Pawn win against various super- 
numerary Pawns. Suppose White to play : 

1 K to B second 1 K to Q 5 

2 B to Q third 2 PtoQB fifth 

3 B to K. Kt sixth, and will win. 

nineteenth situation. 

White — K at adv K, B at K sixth, P at K R 5. 

Black— K at his R second, Pawns at K R 3, K Kt 2, K B 3, 
K 4, Q, 5, Q, B 6. 

White, having the move, wins by playing K to B seventh ; but 
would lose, if he checked with B. Were Black K in corner now, 
he would win by force. 

Replace the pieces, setting Black King in corner, and White 
B at'Q, Kt, adding Black Q, Kt P at 7. In this statement of 
power, White, having the move, would win by K to B 7« 

TWENTIETH SITUATION. 

White — K at Q, R seventh, B at K Kt 6, P at K R 5. 
Black — K at K B, Pawns at K Kt 2, K R 3, and K 5. 
Here the tables are turned, and through White K being quite 
out of play, Black wins, having the move. 

1 K P advances 1 B to Q, third 

2 Kt P one 2 P X P 

3 R P advances, and wius. 



KINGS, BISHOPS, AND PAWNS ONLY. 



299 



TWENTY-FIRST SITUATION. 

White — K at Q, R 8, B at K Kt 6, P at K R 5. 
Black — K at K B 3, Pawns at K Kt 2, K R 3, and Q, R 4. 
Black moves and wins. He advances Q, R P, and at the fitting 
time plays K Kt P, in order to free the path of K R P. 

TWENTV-SECOND SITUATION. 

White — K at Q, R corner, B at Q, Kt second. 

Black— K at his fifth, B at Q, fourth, Pawns at Q, R seventh, 
Q Kt sixth, and Q B third. 

A curious trait in the Bishop is, that when each party has a 
Bishop, other pieces being gone, Pawns do not make way, in many 
cases, should the Bishops run on different colours. The position 
before us is a drawn game ; White carefully keeping the long 
diagonal, with Bishop, prepared to give it up, should opportunity 
present of getting stalemate. 

TWENTY- THIRD SITUATION. 

White — K at Q B sixth, B at Q 2, P at K Kt 6. 
Black — K at Q, R 3, B at Q, Kt 7. 

Black's King being cut off from arresting your Pawn, and the 
Bishops running on the same colours, you win by offering to 
change Bishops, or interposing Bishop between opposing Bishop 
and the square he commands, the first move being of no import- 
ance. White plays : 

1 KtoQ sixth 1 K to Kt third 

2 K to his sixth 2 K to B third 

3 K to B seventh 3 K to Q, second 

4 B to Kt fifth 4 B to Q, fifth 

5 B to B sixth, wins. 

TWENTY-FOURTH SITUATION. 

White — K at K R sixth, B at Q, 2, P at K Kt 6. 
Black — K at K Kt, B at Q Kt 7. 

A drawn game, although the Bishops run on the same diagonals ; 
because here, Black's King stops your Pawn. 

TWENTY-FIFTH SITUATION. 

White — K K 2, B at Q, 5, Pawns Q, R 2, Q. Kt 3, and 
Q, B 4. 

Black— K K B 4, B at Q, 2, Pawns Q, R 6, Q, Kt 5, and QB4. 
Black has the move, and wins by leaping Bishop to Q, R 5, and 
then taking Q, Kt P, unless you take B. 

TWENT 5f -SIXTH SITUATION. 

White — K Q, 4, B K R 3, Pawns Q, 5, Q, Kt 2, and Q, R 3. 
Black— K Q, Kt 4, Pawns Q 3, Q, Kt 3, and Q, R 4. 
White to mate in five moves. 



300 



KINGS, BISHOPS, AND PAWNS ONLY. 



TWENTY-SEVENTH SITUATION. 

White — K at K B second, Pawns at K third, and K B third. 

Black — K at K B third, B at Q third, P at K B fourth. 

The B and P mostly win, unless the situation allows of your 
exchanging Pawn for Pawn. Suppose White here plays K B P, 
intending then to place K at K B third, in order to force an ex- 
change. This scheme would be frustrated by Black's bringing 
K round to his Q, fourth, and by then moving K to K fifth, he 
would have a certain victory. White plays : 

1 K to K second — If you had moved K to the Kt's file, Black 
would come round with K to your K R fourth. 

1 K to K third 

2 K to Q, third sq — You tempt him to move K to Q, fourth, in 
which case you would draw, by advancing Q, P. 

2 B to Q,B second 

3 K to K second 3 K to Q third 

4 K to Q, third 4 K to Q B fourth 

5 K to Q, B third 5 B to Q, R fourth + 

6 K to Q, third 6 B to Q Kt fifth 

7 K to K second 7 K to Q, B fifth 

8 K to K B second 8 K attacks P, and wins. 

TWENTY-EIGHTH SITUATION. 

Place the pieces as in last position, saving that White's K P is 
shifted to K Kt 3. 

The game is this time drawn, and the difference is worth noting, 
recollecting that in ninety-nine cases out of the hundred, Bishop 
and Pawn win against two Pawns, the present being the most 
favourable sort of position for the latter. The first move is worth- 
less. White plays : 

1 K to Kt second 1 If he play K to Kt 4, you 

march to K R 3, and he can do no good. 

K to his fourth 

2 K to R third 2 K to Q fourth 

3 K B P one 3 K to his sixth — If he capture 

P with B, the game is equally drawn. 

4 K Kt P advances, draws. 

TWENTY-NINTH SITUATION. 

White— K at K B second, K R P and K Kt P unmoved. 
Black — K K Kt 5, Pawn K R 5, Bishop Q 4. 
Drawn, for if Black bring K to a certain distance from his P 
you push Kt P two, and if he play K to B fifth, you +. 

THIRTIETH SITUATION. 

White — K at Q, B fourth, Pawns at Q Kt fifth, Q B second, and 
Q third. 

Black — K at Q,, B at Q, third, and K B P unmoved. 
So much must depend on the position of the pieces, that no 
genex'al rule can be laid down, as guiding the natural result of this 



KINGS, KNIGHTS, AND PAWNS ONLY. 



301 



description of force in mutual conflict. The following appears 
the natural play to be adopted in the present case, Black moves : 

1 K B P two I K Q, fourth 

2 K B P moves 2 K K fourth 

3 K Q, second 3 Q, B P two 

4 KQB second 4 Q, P one 

5 K Q, second 5 Q, B P moves 

6 B Q, Kt 6 Q P one 

7 K Q, 7 Q, P moves 

8 K Q, second 8 K X P 

9 B X P, draws. 

Replace the same pieces as thus : 
White— K at Q Kt seventh, Pawns as before. 
Black— K at Q, B at Q third, P at Q fifth. 



1 K to Q, 2 

2 B Q Kt fifth 

3 K Q third 

4 KQB fourth 

5 B adv K 

6 K Q, Kt fifth 

7 B K Kt sixth 

8 K attacks P 



KQR sixth 
K Q Kt sixth (A.) 
K Kt seventh 
K R sixth 
P advances 
P advances 
K Kt sixth 



8 K attacks P — Drawn. 



3 K attacks P 
4BQ third 

5 KQKt fourth 

6 B x Q + 



2 Q Kt P on (bad) 

3 Q, Kt P on 

4 K R seventh 

5 P queens -\- 

6 K x B 



7 K Kt fifth, and wins the game. 



CHAPTER IV. 

KINGS, KNIGHTS, AND PAWNS ONLY. 

The power of the Knight is well developed in this section of my 
work ; for a great part of which I am indebted to Jaenisch's 
researches. We find that Knight and King alone, under pecu- 
liar circumstances, can give checkmates, which at first view 
would appear to be impracticable. 

FIRST EXAMPLE. 

White— K at his R 2, Kt at Q R second. 
Black — K at Q Kt sixth, P at Q, R sixth. 

In analogous positions, White draws the game, having the 
move. 

1 Kt + 1 K to Kt seventh 

2 Kt + 2 K to B seventh 

3 Kt + at Kt 4 3 K to Kt sixth 

4 Kt to Q, third, and if Pawn advance, you take it off by a 



302 



KINGS, KNIGHTS, AND PAWNS ONLY. 



divergent + . Vary Black's play as you may, the Kt draws. Our 
next example illustrates the general mode of drawing, when Pawn 
is not on Rook's file. 

SECOND EXAMPLE. 

White — K at his R 4, Kt at Q, B sq. 

Slack — K at his sixth, P at Q, B seventh. 

The game is drawn every way. If White move : — 

1 K to Kt third 1 K to Q seventh 

2 Kt + 2 K to Q, eighth 

3 K to B second, forcedly drawing. 

THIRD EXAMPLE. 

White— K at K B, Kt at K second. 

Black — K at K R eighth, K R P at its sixth. 

White has the move, and forces mate in six moves : — 

1 Kt + IK moves 

2 Kt B fifth 2 K moves 
3KB second 3 K moves 

4 Kt K third 4 K to R 

5 Kt K B, and then mates. 

FOURTH EXAMPLE. 

White — K at his B second, Kt at K Kt eighth. 
Black — K at K R 7, Pawns at K R 6, and K Kt 3. 
White, having the move, mates in four moves, thus :— 

1 Kt to B sixth 1 P advances 

2 Kt +, and then moves K to B, &c. 

Neither Lolli, nor Salvio, have however discovered, that 
White wins, if Black even have the move. Koch points this out, 
but does not play White's moves correctly. The following is the 
mode in which White mates against the move : — 

BLACK. WHITE. 

1 K to corner 1 Kt to B sixth 

2 K moves 2 Kt + 

3 K to corner 3 K to B 

4 Kt P moves 4 K to B second 

5 R P moves 5 Kt attains K Kt third, in three 

moves ; taking P, and giving mate. 

FIFTH EXAMPLE. 

White— K at his B, Kt at K Kt fourth. 

Black— K at K R 8, Pawns at K R 5, K Kt 2, K B 5 and 6. 
White wins, either with or without the move. Suffice it to 
give White the move, as otherwise Black loses sooner. 

1 K to B second 1 K Kt P one 

2 K to B 2 K Kt P one 

3 K to B second 3 R P moves 

4 K to B 4 B P moves 

5 K X P 5 B P moves 

6 K to B 6 B P moves 



KINGS, KNIGHTS, AND PAWNS ONLY. 30? 

7 K X P 7 R P moves 

8 Kt to K third, forces mate as before. 

SIXTH EXAMPLE. 

White — K at his B, Kt at K Kt fourth. 

Black — K at his R 8, Pawns at K R 6, K Kt 2, 3, and 4 ; K B 

sixth and seventh ; K fourth and fifth. 
White wins, with or without the move. Suppose, 

1 K x P 1 P + 

2 Kt X P 2 Kt P advances 

3 Kt X P 3 K P advances 

4 K to B 4 K P advances 

5 Kt X P 5 K to R second 

6 K to B second 6 Kt P advances 

7 Kt +, and wins. 

SEVENTH EXAMPLE. 

White — K at his B, Kt at K Kt fourth. 

Black — K at adv K R, Pawns at K second and fifth, K B sixth, 

K Kt fourth, K R fifth and sixth. 
Whosoever move, White wins. Suppose Black play : — 

1 K P two 1 K to B second 

2 P + 2 Kt x P 

3 If he push K P, you return Kt to Kt fourth ; but if 
Kt P advances 3 Kt x P 

4 K P on 4 K to B 

5 K B P on (if) 5 Kt X P H Were you to 

capture with K, Black draws. 

6 K up 6 Kt x K P 

7 K to corner 7 Kt to K B sixth 

8 K moves 8 K to B second 

9 K to corner 9 Kt to Kt fourth, wins. 

Black varies his play as follows : — 

1 K B P advances 1 K x P 

2 P + 2 Kt X P 

3 Kt P advances 3 Kt X P 

4 K P two 4 These moves were given to 

show, that now were you to take K P, Black would get 
stalemate, by pushing the two Rooks' Pawns. 

K to B wins ; gaining K P 
next move, by divergent +• 
The preceding examples show, that to mate with Knight against 
the Pawns, you must be able to play Kt at once to K B 2, or K Kt 
3, on Black's pushing R P to its seventh. Still, it must not be 
hastily inferred, that the mate can always be given in analogous 
positions. This is exemplified in our next situation. 

EIGHTH EXAMPLE. 

White — K at his B second, Kt at K Kt fourth. 
Black— K at adv K R, Pawns at K R sixth, K Kt fourth, K B 
sixth, K fourth and fifth. 



304 



KINGS, KNIGHTS, AND PAWNS ONLY. 



Now, if Black have to play, the mate may be forced ; but if 
White have to move, the game is drawn ; ex. gr. 



1 Kt to K third 

2 Kt to Kt fourth + 

3 K to B 

4 K X P 

5 Kt x P 

6 Kt to Kt fourth 

7 Kt x P 

8 Kt x P 



1 K to R seventh 

2 K to corner 

3 K B P on 
4KP + 

5 K P advances 
C K P + 

7 Kt P advances 

8 R P moves, draws. 



NINTH EXAMPLE. 

White — K at K R third, Kt at K B third. 

Black— K at adv K R, K R P, and K B P unmoved. 

Either to move, White to win. 

White's plan is to bring King to Bishop's file, and then to 
attain Kt fourth, with Kt, in two moves, when R Pawn reaches 
its sixth. 

TENTH EXAMPLE. 

White— King at his Kt third, Kt at K B third. 
Black— King at adv K R, Pawns K R 2 and 4. 
White mates, either with or without the move. Give Black 
the lead : — 



1 P + 

2 P to its R third (A.) 

3 P to its R fourth 

4 P to R sixth 

5 P to R fifth 



2 K R P two 

3 P to R sixth 
. 4 P to R fifth 

, 5 K to R second 

6 K to corner 

7 K to R second 

It is worthy of observation, 
the mate would be facilitated. 



1 K to B second 

2 K to B 

3 K to B second 

4 K to B 

5 Kt to K fifth, and presently 

mates. 

A. 

2 K to B 

3 K to B second 

4 Kt to Kt fifth (best) 

5 Kt to K fourth 

6 Kt to K B sixth 

7 Kt -J-, wins easily. 

that, had Black a Bishop's Pawn, 



ELEVENTH EXAMPLE. 

White — K at his B second, Kt at K B third. 

Black— K at adv K R, Pawns on K R second, third, fourth, 
fifth, and K B second, third, fourth, fifth. 

The mate is forced for the Knight, either party moving. If 
White play first, he can mate in about eight moves. 

TWELFTH EXAMPLE. 

White — K at his B second, Kt at K B third. 
Black — K at K eighth, Pawns on K R sixth, K R second, K B 
fifth, and K third. 



KINGS, KNIGHTS, AND PAWNS ONLY. 



305 



Forced mate, whoever moves. White plays — 

1 K to B 1 K R P two 

2 K to B second 2 K P advances 

3 Kt x K P, then returns to K B third, &c. 

THIRTEENTH EXAMPLE. 

White— K at his B, Kt at K B third. 

Black — K at adv K R, Pawns at K R fifth and sixth, K Kt 
second and third, K B fifth. 

Won for White, whoever play first. 

FOURTEENTH EXAMPLE. 

White — K at his B second, Kt at K B third. 
Black — K at adv K R, Pawns K R 6, K Kt 3, K B 4. 
If White have the move, the mate may be given, but not other- 
wise. Observe, 

1 Kt P advances 1 Kt X P 

2 K B P one 2 Kt to K fourth 

3 K B P moves 3 K to B 

4 K to R second (best) 4 Drawn 

FIFTEENTH EXAMPLE. 

White— K at his B second, Kt at K B third. 
Black — K at adv K R, Pawns at K R fifth and sixth, K Kt 
third, K B fifth, K third. 

White gives the mate with, or without, first move. 

SIXTEENTH EXAMPLE. 

White— K at his B second, Kt at K B third. 

Black — K at adv K R, Pawns at K R second and sixth, K B 
fifth, Q, fourth and sixth. 

We now find, that even Pawns on the Queen's file are not out 
of reach of Knight, when posted under certain circumstances. 
The mate is here forced for White, whether Black play first or not. 

1 K to B 1 K R P to its fourth 

2 K up 2 P to K R seventh 

3 K to B 3KRP moves 

4 K up 4 K R P moves 

5 K to B 5 PtoQ seventh 

6 Kt x P 6 K B P on 

7 Mates in three. 

SEVENTEENTH EXAMPLE. 

White — K at his B, Kt at K B third. 

Black — K at adv K R, Pawns at Q, third and sixth, K B 
second, third, and fifth, K R sixth. 

The Knight can force mate, whoever plays first. 

EIGHTEENTH EXAMPLE. 

White — K at his B, Kt at adv Q, R corner. 
Black — K at adv K R, Pawns K R 6, and K B 2. 



306 



KINGS, KNIGHTS, AND PAWNS ONLY. 



Here the mate is forced for Kt, but the play is difficult, because 
there are so few Pawns. Let Black play 

1 K to R second 1 K to B second 

2 K B P two 2 Kt to Kt sixth 

3 K B P one 3 Kt to Q B fourth 

4 K B P on 4 Kt to K fifth 

5 K to corner 5 Kt to Kt fourth, &c. 

White would equally force mate, had Black played at move o, 
K to corner ; but the Kt would have aimed then at a different set 
of squares. I give a possible Variation, to show how watchfully 
the Knight must be conducted. 

1 K B P two 1 Kt to Kt third (best) 

2 K B P one 2 Kt to Q B fourth (best) 

3 K B P moves 3 Kt to Q, second — Should have 

played on to K file ; the game is now drawn. 

4 K B P one ; drawn game. 

NINETEENTH EXAMPLE. 

White— K at his B, Kt at adv K Kt. 

Black — K at adv K R, Pawns K R 6, and K B 2. 

The mate is forced, whoever moves. Black plays — 

1 K B P two 1 Kt to B sixth 

2 K moves 2 K up 

3 K to corner 3 Kt to R fifth 

4 K up 4 Kt to K Kt third — White 

wins, because Black can no longer prevent his attaining 
K Kt 4 ; being forced to push K B P. 

TWENTIETH EXAMPLE. 

White— King at his B, Kt at Q fourth. 

Black— K at adv K R, Pawns K B 6, and K R 6. 

Drawn, whoever moves, because White must consume 3 moves, 
in placing Kt Kt 4. Were Kt now K 4, K 8, or K B 5, White 
could win with the move ; but not otherwise. 

TWENTY-FIRST EXAMPLE. 

White — King at his B, Kt at Q Kt sixth. 
Black- K adv K R, Pawns K R 6, K B 6, K B 4. 
The mate is forced every way. White plays — 

1 Kt to Q B fourth 1 P to K B fifth 

2 Kt to K fifth 2 K up 

3 K up 3 K to corner 

4 Kt to Kt fourth, wins ; but would draw only, were he to 
snatch K B P. 

TWENTY-SECOND EXAMPLE. 

White — K at his B second, Kt where you please. 
Black — K at adv K R, Pawns at K R fifth, K R sixth, K B 
third and sixth. 

White forces mate, either with, or without, first move. 



KINGS, KNIGHTS, AND PAWNS ONLY. 



307 



TWENTY-THIRD EXAMPLE. 

White— K at K B, Kt at Q R eighth. (He might also be 
placed on any other square.) 

Black — K at adv K R, Pawns at K R third, fourth, and sixth ; 
K B second, third, and sixth ; Q, second and third. 

The mate is forced, both with, and without, the move. 

twenty-fourth example. (By Kieseritzkij .) 

White — K at his B second, Kt at K eighth. 

Black — K at adv K R, Pawns at K third, K B sixth, K Kt 
third, and K R sixth. 

White to move, and give the smothered mate with Kt, but if 
Black play first, they will draw by sacrificing Pawns. The play 
here is curious ; but I need not give the moves, after the pre- 
ceding examples. If either K P, or K Kt P were unmoved, the 
game would be drawn, whosoever commenced. 

TWENTY-FIFTH EXAMPLE. 

White— K Q, B 5, Kt Q, Kt 5, P at Q, R 7. 
Black — King alone in Q, R corner. 

The game is drawn, for if you advance K to support P, in- 
tending to use Kt, you cannot avoid giving stalemate. 

TWENTY-SIXTH EXAMPLE. 

White — K Q, B 2, Kt Q, B 3, P K Kt 4. 
Black— K K 2, Pawns K Kt 4, Q, B 4, Q, Kt 2. 
White to move and win. For solution, see Palamede, 1842, 
p. 140. 

TWENTY-SEVENTH EXAMPLE. 

White — K K B 4, Kt Q, 3, P K Kt 3. 

Black— K K Kt 3, Pawns K R 4, K Kt 5, K B 4, Q, B 4. 

White to move and win. This problem is by Ponziani. The 
solution is given by Cochrane, in his Treatise, p. 347. If Knight 
commence by taking P, Black draws by pushing K R P. Your 
first move is Kt + . 

TWENTY-EIGHTH EXAMPLE. 

White — K at Q, third, Kt at K second, Pawns at K R second, 
K Kt third, K B fourth, Q, Kt fourth, and Q, R fifth. 

Black— K at K B sixth, Kt at Q Kt fourth, Pawns at K R fifth, 
K Kt fifth, K B fourth, and Q, R third. 

In this position, Black had the move, and played thus : — 
1 K R P one 

2 Kt to Q, fourth -f- 2 Black ought now to move K to 

K Kt seventh, and if you then took Kt with Kt, he should 
not retake Kt, but would win by taking K R P. Not 
seeing this — Kt x Kt 

3 K x Kt 3 K to K Kt seventh. 

4 If you advance the Q, Kt P, he would take K R P, and draw 
the game, each party making a Queen. 

x 2 



308 



MISCELLANEOUS ENDINGS OF GAMES. 



K to K third (best) 4 K x P 

5 K to K B second 5 K to R eighth 

6 Q, Kt P one 6 KRPon 

7 K to K B, and wins. 

TWENTY-NINTH EXAMPLE. 

White — K K Kt 3, Kt K B 2, Q P and Q R P, unmoved. 
Black — K K Kt 8, Pawns K R 7, Q Kt 2, and Q, B 2. 
Black threatens Queen, but White lias move, and plays — 

1 Kt to K R 1 If Black do not take Kt, you 

will easily find out how to win. 
K x Kt 

2 K to K B second — Black's King is now locked up, and he 
must advance his Pawns. If he play QB P two, you move 
Q, R P two, and if he then advance Q, B P, you advance Q, R P 
another square. If, again, he begin by moving Q, B P one, you 
may play Q, B P two, being cautious not to give stalemate. 

THIRTIETH EXAMPLE. 

TT hite — K Q, B 6, Kt Q B 3, P at Q Kt 6, P at K R 2. 
Black — K at his 2, Kt Q 3, Pawns at K R 6, K Kt 5. 
White to move and win. 

THIRTY-FIRST EXAMPLE. 

White — K at home, Kt at K Kt fourth. 
Black— K adv K Kt, Pawns K R 6, and K B 6. 
White draws. 

THIRTY -SECOND EXAMPLE. 

It rarely happens that Knight cannot draw against King and 
Pawn ; always presuming the Knight's King cannot gain time to 
come up. 

White — K at his R second, Kt at Q R second. 
Black— K at Q Kt sixth, P at Q, R sixth. 

Here, Kt + and draws ; positions arising, hi which if he push 
Pawn, you gain it by a divergent -J-. 

Replace the same men thus : — 
White — K at his R fourth, Kt at Q, B. 
Black — K at his sixth, Q, B P unmoved. 

White plays K to Kt 3, and draws by force. The strongest 
single Pawn against Kt, is Rook's Pawn, as Knight can only 
attack it from one side. 

CHAPTER V. 
MISCELLANEOUS ENDINGS OF GAMES. 

FIRST POSITION. 

White — K at his Kt, Pawns K R 5. K Kt 5, K B 5. 
B 7 ack — K at adv Q, Rook at K Kt 

Three united Pawns win against R, or minor piece, provided 



MISCELLANEOUS ENDINGS OF GAMES. 309 

they reach their fifth squares unattacked ; or provided they have 
the move in such case, one only being attacked. The Kings, of 
course, are supposed to be beyond the scene of action. White 
now having the move, wins by advancing the attacked P ; but 
were your K on R sq, instead of Kt's, Black would draw the 
game. 

SECOND POSITION. 

White — K at Q, Kt third, Kt at Q second, K B at Q B sixth, 
Pawns at K Kt fourth, K B third, and Q Kt fifth. 

Black — K K B 3, Bishops K R 2, and Q B 4, Pawns K Kt 4, 
K B 5, K 4, Q 3, Q Kt 3. 

Black to win. White had the move, and checked with Kt, 
tempting Black to exchange. Black x Kt with B, White retakes B 
with B, and the game is drawn, because the Bishops run on different 
colours. 

THIRD POSITION. 

White — K at Q, Kt fifth, R at Q, B eighth, P at Q, R fifth. 

Black — K K R 4, R K Kt 4, Pawns K Kt 5, and K B 4. 

White to move, and win. 

1 R + at Kt eighth 1 K moves 

2R+ 2 K moves 

3RxR 3KxR 

4 P advances, and wins. 

FOURTH POSITION. 

White— K K B 4, Kt K 5, Pawns K B 5, Q, Kt 4. 

Black — K at his B 3, B Q, Kt 3, Pawns Q, R 2, Q, B 2. 

White having the move, wins by taking off Bishop, and pushing 
Q, Kt P, locking up adverse Pawns ; then leaves B P to be taken, 
while King captures Pawns. 

FIFTH POSITION. 

White — K at K R second, Kt at Q, B fourth, Pawns at K Kt 2, 
Q, R 5, Q Kt 6, Q, B 7, and Q, 6. 

Black — K at Q B, Rook at Q, Kt fifth, Pawns at Q, R 3, Q, Kt 
2, Q, B 3, K B second, K Kt fifth, and K R fourth. 

White wins. 

1 P + 1 K x P 

2 Kt to Q, sixth, and then queens P ; observing, that if Black 
advance P chg, you do not take P with K. 

SIXTH POSITION. 

WJiite—K at adv K, Q at Q B fifth, Q, Kt P, Q, B P, and 
K B P unmoved, K R P at its sixth. 

Black — K at K R, Q, at K B third, Q R P, Q, Kt P, and K R P 
unmoved, and K B P at its sixth. 

White forces the game thus : 

1 Q + 1 Q, must take Q, + 

2 K x Q — Black is now locked up, and play as he may, your 
Pawns will stop his. If Black advance Q Kt P two, you play the 



310 MISCELLANEOUS ENDINGS OF GAMES. 

¥ 

same move, but if he push it only one, you may advance Q, B P 
two. 

SEVENTH POSITION. 

White — K K 6, B Q, B 8, Pawns Q, 7, Q, R 6. 
Black — K at Q,, Kt at Q, Kt fourth. 

Drawn. If Black were to move, he would -f at Q, B 2 ; if you 
then played K to Q, 6, or if you did not, he would still draw, by 
taking QRP. Supposing White to move first : 

1 K to Q, fifth 1 Kt to Q, R seventh 

2 K to Q sixth 2 Kt x B + 

3 If you take Kt, he retakes and draws. 

K to Q B sixth 3 Kt to Q, R seventh + 

4 K attacks Kt 4 K x P 

5 K X Kt 5 K opposes K — Draws. 

EIGHTH POSITION. 

White — K Q B sixth, B at Q R, P at Q Kt seventh. 
Black— K Q Kt, Kt K Kt 5, Pawns K B 6, K R 6. 
White wins by B Q, 4, and then, if Black push R P, you sacri- 
fice, and advance King. 

NINTH POSITION. 

White — K at his B seventh, B at Q B sixth, Pawns at Q, 
fifth, K Kt fifth, and K R sixth. 

Black — K at his R second, R Q B 6, P Q, Kt 5. 
White wins by pushing Q, P ; then +, if Rook take B. 

TENTH POSITION. 

White — K at his B seventh, B at K B sixth, P at K sixth. 
Black — K at Q, B, B at Q Kt fifth. 

Were the Bishops on reverse colours, Black would draw. As 
it is, you win. 

ELEVENTH POSITION. 

White — K Q, Kt 8, R Q, B 2, P Q, Kt 7. 
Black — K at Q, R at adv Q R. 
White to win. A very useful lesson. 

TWELFTH POSITION. 

White— K at Q B third, R at Q, B seventh. 
Black — K Q, Kt 8, R K Kt 7. P Q R 7- 
White moves, but Black wins by force. 

1 R to Kt seventh + 1 K to B 

2 R to Q R seventh 2 RtoQB seventh -f 

3 K to Kt third (best) 3 R to Q, Kt seventh + 

4 K to B third 4 K to Kt, wins. 

THIRTEENTH POSITION. 

White — K at Q, Kt third, Rook at K Kt third. 
Black — K Q, Kt 4, R K R 4, Pawns Q, R 6, Q, Kt 5. 
Whoever move first, the game is drawn. 



MISCELLANEOUS ENDINGS OF GAMES. 



311 



FOURTEENTH POSITION. 

White— K at Q, B at K R eighth, P at K R fourth. 
Black — K Q, Kt 8, Pawns Q, R 7, Q, B 2, K Kt 3. 

Drawn game. Suppose White to move : 

1 B to Q R 1 K x B 

2 K to B 2 B P one— Had you played K 

to B 2, lie pushes this P 2. 

3 K to B second 3 B P one 

4 K to B 4 B P one 

5 K to B second 5 B P one 

6 K to B (best) 6 Kt P one 

7 If you push R P, he advances Kt P, and wins. You there- 
fore now take Kt P, and he draws by playing B P. 

FIFTEENTH POSITION. 

White — K at bis B sixth, Rook at K Kt. 
Black — K Q, R Q, B 2, Pawns K B 2, K Kt 3. 
White, having to move, draws by R K, preventing adverse 
King's passage across. 

SIXTEENTH POSITION. 

White — King alone on Q, B second. 

Black— K at adv Q, R, Kt at K third, PatQR sixth. 

White, with the move, draws by attacking P, and then keeping 
K on Q, B 2, and Q, B. If Black's K were originally on Q, R 7, 
he would win by force, and so he would were Kt on any black 
square of the board, at starting, instead of a white. 

Change the shape of the position thus : 

White — K at Q 

Black — K at adv Q, R, P Q, R seventh, Kt K second. 
White can now draw as before, but must play on to a square of 
the same colour as the Knight's present seat, or would lose. 

SEVENTEENTH FOSITION. 

White — King at Q Kt, Q, R P at home, unmoved. 

Black — Q, R P at sixth — Place Black King, w ith one Kt, or 
with either one of his Bishops, where you will, except in a situ- 
ation of actually giving mate, and the game is drawn. 

EIGHTEENTH POSITION. 

White — K at Q Kt, Q, Kt P unmoved. 

Black — K at Q, sixth, B at Q fifth, P at Q, Kt sixth. 

Drawn by its nature ; but if Black had Knight on the board, 
instead of B, he could win, by closing up your K in corner, and 
compelling you to take Kt with P. 

NINETEENTH POSITION. 

White — K K B 5, Kt K 2, B K 8, P K Kt 2. 
Black— K at K R fifth, P at K R third. 



312 



ON GIVING PAWN AND MOVE. 



White to mate in four moves. You begin by placing Bishop 
on K R 5, compelling Black to take ; and then -j- at Kt 3. 

TWENTIETH POSITION. 

White — K K B, Q Q Kt 4, K P, K Kt P, and Q B P, unmoved. 
Black — K alone at his sixth. 

White can mate in four moves. You first play Q, to her sixth, 
and then K Kt P 2. 

END OF BOOK III. 



BOOK IV. 

MISCELLANEOUS. 

CHAPTER I. 

ON GIVING PAWN AND MOVE. 

The advantage of a Pawn given at the commencement of the 
game, has been always considered as leading to the winning of 
such game, more especially as the Pawn allowed is the King's 
Bishop's Pawn, the loss of which exposes the King to a vehement 
and early attack. To give any other Pawn, were, in truth, giving 
far less odds ; and it may be doubted, whether giving the Rook's 
Pawn would be giving any odds at all, or at least such advantage 
would be so slight it could hardly be computed. The odds of 
Pawn and move, are allowed to be much the same as giving the 
odds of the drawn games in equal play. De la Bourdonnais 
commits himself by a startling assertion prefixed to the very 
slight sketch of the Pawn and move opening given in Palamede, 
vol. ii, 1837, p. 477. He there says, " l'avantage du Pion et trait 
doit presque toujours donner a celui qui le recoit le gain de la 
partie ; cependant, il se trouve quelquefois des parties remises au 
Pion et trait, quoique de part et d'autre l'on ait joue tous les coups 
justes." I call this theory startling, since it is not borne out by 
practice, defying any one to show me a Pawn and move game 
drawn by second player, in which rigid analysis by competent 
authoi'ities could not point out a flaw in the first player's 
tactics. 

The chief difference between Pawn and two moves, and Pawn 
and move, lies in this, that whereas in the former, you, giving the 
odds, are cramped and crowded through a long series of moves ; 
in the latter, you are morally sure to get your men out tolerably 
early, and deploy your forces in the open field, thus ensuring at 



ON GIVING PAWN AND MOVE. 



313 



least an open fight. In the first case, you are confined in a fortress 
battered by a hostile train of artillery, from which, sally is pro- 
portionally difficult ; in the second case, you are intrenched with 
a minor force in a strong position, from which, with due care, you 
can always emerge to form a ranged battle-front, though inferior 
to your adversary in point of numbers. Still, I hold that custom 
attaches too much superiority to the one description of odds, and 
believe there is much less advantage in the second move than 
generally considered to exist. The two moves often lead to the 
player's advancing his superior force of Pawns too far ; and I 
have seen many good players lose at Pawn and two moves, and 
win at Pawn and move. To abandon a move is not always very 
pernicious, witness the King's Pawn one opening. I throw this 
out for reflection, believing that custom's chain frequently forms 
our opinions, and that we continue to act in the dark on such 
opinions, without sufficiently often renewing them by thought and 
reflection. It is the Pawn — the Pawn that wins ; and not so 
much the one move or two moves. M. Des Chapelles much pre- 
ferred yielding the two moves, to the one move ; while several 
other first-rates equally prefer giving the apparently larger odds, 
and win more games at them than at Pawn and move, the first 
player being so much more apt to commit himself by an error in 
the opening. Still, rigidly speaking, the best moves being played 
on both sides, and in both openings, the Pawn and two moves are 
decidedly the larger species of odds. 

1 proceed to give the best modes of opening the game, receiving 
and giving Pawn and move, as printed by me last year in the 
Palamede, collected chiefly from the games actually played by the 
first players, and beginning with an examination of the very 
superficial analysis of this opening laid down by De la Bourdonnais, 
comprised by that great master in four openings only. 

example 1. 

Throughout this Essay, I suppose " Black " to give the Pawn 
and move ; " White " being consequently always first player, 
and Black's King's Bishop's Pawn taken off the board, at the 
commencement of each Example. 

WHITE. BLACK. 

1KP2 1 Q Kt B 3 

2 Q P two 2 K P 2— This is the old way of 

playing the game, and is justly reprehended by De la 
Bourdonnais as dangerous. Black should rather answer 
with K P 1, or, better still, with Q, P 2. 

3 Q, P 1 — Not so good as changing Pawns, and then advancing 
K B P 2. 3 Q Kt K 2 

4 Q B K Kt 5 4 KKtB 3— Rather play Q P 1 

5 B x Kt 5PxB 

6 Q, K R 5 -{- 6 Kt covers 



314 



ON GIVING PAWN AND MOTE. 



7 K Kt to B 3 7 Q, to K 2 

8 Q, P 1 — Black must not capture this Pawn here ; since if he 
take with Q, you move K Kt K R 4, and if he take with QBP, 
you gain a splendid position by moving K B Q, B 4. This sacri- 
fice was invented by Salvio. 8 Q, K Kt 2 

9PxP 9 Q K R 3 

10 Q X 0, 10 B x 0, 

This opening is in fa vour of first player. 

EXAMPLE 2. 
WHITE. BLACK. 

1 K P 2 1 Q, Kt B 3 

2 Q P 2 2 K P 1 
3KBP2 3QP2 

4 K P 1 4 K Kt R 3 

5 QBP1 5 Q Kt K 2— Black brings round 

this Knight to support the weak wing of his position. 

6KBQ3 6 Q, Kt K B 4 

7 K Kt B 3 7 K B K 2 

8QK2 8QBP2 

9 Q, B K 3 9 Q, Q, Kt 3 
10 P x P 10 K B X P 
HBxB 11 Q x B 

Here De la Bourdonnais dismisses the game, as (in his words) 
a peu pres egale. The fact is, your third move (K B P 2) was 
weak, and is very seldom good in this opening ; and, I believe, 
second player could have taken even more advantage of your 
feeble play than he has done. Still you have your Pawn, though 
he has in return what De la Bourdonnais was wont so well to 
characterize, as une petite position. 

example 3. 
white. black. 

1 K P 2 1 K P 1 

2 K B P 2 — De la Bourdonnais unhesitatingly prefers this 
move to any other, and pronounces it as much stronger here than 
Q, P 2. With all respect to so illustrious a name, I cannot agree 
in this dictum, finding from experience that first player, by 
moving K B P 2, weakens his right wing, and invalidates in some 
measure his power of castling. 

2 Q, P 2 

3KP1 3 QBP 2- Black has now a 

better opening than he should have, and this in con- 
sequence of De la Bourdonnais' pet move K B P 2. 

4QBP1 4 Q, Kt B 3 

5 K B Q, 3 5 K Kt R 3 

6KBQB2 6 Q, Q, Kt 3 

7 K Kt B 3 7 Q, B Q, 2 

8QRP1 8KBK2 



ON GIVING PAWN AND MOVE. 



315 



9 Q P 2 9 Q R Q, B 
10 Castles 10 Castles 

Again, does De la Bourdonnais dismiss this as Partie a peu 
pres egale ; though he adds, Black is yet minus a Pawn, I hold 
that both this and the previous opening are highly favourable for 
Black, and both are alike so, through your premature advance of 
K B P 2. 

EXAMPLE 4. 
WHITE. BLACK. 

1 K P 2 1 QP1 

2QP2 2 K Kt B 3 

3KBQ3 3KP2 
4 Q P 1 4 Q B P 1 

5QBP2 5KBK2 

6 K B P 2 — The advance now of K B P 2 is quite another sort 
of thing, since the position in the centre is formed and locked up. 

6 Q, B K Kt 5 

7 K Kt B 3 7 Q, Q, Kt 3 

8 K R P 1 8 B x Kt 
9QxB 9 Q, Kt Q, 2 

10 Q Kt B 3 10 Castles K R 

11 KBP advances. 

This game De la Bourdonnais dismisses as being in your favour, 
through Black's having castled prematurely ; in consequence of 
which you will be enabled to push Pawns on his King, 

example 5. 
white. black. 
1KP2 1 Q, Kt B 3 

2QP2 2KP2 

3 Q, P 1 — It is certainly better to change Pawns, and then 
attack Kt with KBP. 3 Q, Kt K 2 

4 Q, B Kt 5 4 K Kt B 3— It were better to 

move Q, P 1. 

5 B x Kt 5 P x B 
6QKR5+ 6 Kt Kt 3 

7 K Kt B 3 7QK2 

8 Q, P 1 8QKB2 
9QPXP 9 K B Q, B 4 

10 Q Kt Q 2 10 ftP 1 

11 K B Q Kt 5 + 11 Q, B Q, 2 
12QKB5 12QRP1 
13BxB+ 13QxB 
H Q x KBP 14 K R K B 
15 Q K Kt 5 15 Q x P 

This opening is in your favour ; having two clear Pawns ; but 
on the other hand, Black has a fine open game, and will deploy 
his forces speedily. 



316 



ON GIVING FAWN AND MOVE. 



EXAMPLE 6. 
WHITE. BLACK. 

1 K P 2 1 Q Kt B 3 

2 Q, P 2 2KP2 

3 P x P 3 Kt x P 

4 K B P 2 4 Q, Kt K B 2 
5KBQB4 5 K Kt R 3 

White has a good opening. 
example 7- 
white. black. 

1 K P 2 1 Q, Kt B 3 

2 Q, P 2 2KP2 

3 Q, PI 3Q Kt K 2 

4 Q, B Kt 5 4 K Kt B 3 

5 B x Kt 5P X B 

6 Q + 6 Kt Kt 3 

7 K Kt B 3 7QK2 

8 Q P 1 8 Q x P 

9 K Kt R 4 9KB Kt 2 
10 Kt x Kt 10 P x Kt 
11QXP+ 11KKB 

This opening is decidedly in favour of White, and its latter 
moves prove that Black's fourth move should be Q, P 1, instead of 
K Kt K B 3. 

EXAMPLE 8. 
WHITE. BLACK. 

1 K P 2 1 Q, Kt B 3 

2QP2 2KP2 

3 Q P 1 3 Q Kt K 2 

4 Q, B Kt 5 4 K Kt B 3 

5 B x Kt 5 P X B 

6 Q+ 6 Kt Kt 3 

7 K Kt B 3 7 K B Q, B 4 

8 K Kt R 4 8 K K B 2 

9 QP 1 — The potency of this sacrifice in analogous positions 
cannot be too largely exemplified. 

9 QK B 

10 K B + 10 K K 

11 Kt X Kt 11 P x Kt 

12 Q X P + 12 KQ 

You have a fine position, and the opening is decidedly in your 
favour. 

example 9. 

WHITE. BLACK. 

1 K P 2 I Q, Kt B 3 

2QP2 2KP2 

3QP1 3 Q Kt K 2 

4 Q, B Kt 5 4 Q, P 1— His best move. 



ON GIVING PAWN AND MOVE. 



317 



5 B X Kt 5 Q x B 

6 K B Q, 3 OKKtPl 

7 K Kt K 2 7 K B K R 3 

8 Q, Kt Q, 2 8 K Kt B 3 

This opening is favourable for Black, and tends to prove that 
at move 3 you should change Pawns, rather than push Pawn 
upon Knight. 

example 10. 
white. black. 

1 K P 2 1 Q Kt B 3 

2 Q, P 2 2KP2 
3QP1 3 Q, Kt K 2 

4 Q, B P 2 4 K Kt B 3 

5 Q, Kt B 3 5 Q, P 1 

6 K B P 2— This move is weak. 

6 P X P 

7 Q,B x P 7 Q, Kt K Kt 3 

The opening is favourable for Black. 

example 11. 

WHITE. BLACK. 



1 


K P 2 


1 Q, Kt B 3 


2 


Q P 2 


2 K P 2 


3 


QP 1 


3 Q, Kt K 2 


4 


Q, B Kt 5 


4 Q, P I 


5 


K B Q, 3 


5 K Kt P 1 


6 


K RP 2 


6 K R P 1 



In favour of Black. 

example 12. 
white. black. 

1 K P 2 1 Q Kt B 3 

2 Q, P 2 2 Q P 2— This move is slightly 

preferable to K P 2, and hence we believe White's second 
move should have been Q Kt B 3, instead of Q, P 2. 

3KP1 3QBKB4 

4 K Kt B 3 4 K P ] 

5QBP2 5 B x Kt 

6RxB 6KB+ 

7QBQ2 7B X B+ 

8 Q, x B 8 K Kt K 2 

Considering the Pawn given, this opening is not unfavourable 
for Black, since he is no longer crowded in his position. 

example 13. 

WHITE. BLACK. 

1 K P 2 1 Q Kt B 3 

2QP2 2QP2 

3KP1 3QBKB4 

4 Q, B P 1 4 K P 1 

5 K Kt B 3 5 K Kt K 2 



318 



ON GIVING PAWN AND MOVE. 



6 Q, B Kt 5 6 K Kt P 1 

7 K B Q, 3 7KRP1 

8 K B x B 8 K P x B 

9 B x Kt 9 Kt x B 
10 KRP2 

This opening is in your favour, chiefly by reason of your passed 
King's Pawn, which becomes highly dangerous to your adversary. 

example 14. 
white. black. 
1 K P 2 1 Q, Kt B 3 

2QP2 2QP2 
3KP1 3QBKB4 
4QBP1 4 K P 1 

5KBQ3 5BxB 

6 Q, X B 6 Q Kt K 2 

7 K Kt K 2 7 Q B P 2 

8 Castles — Black offers a Pawn, but none but an ignoramus 
would take it, since to do so were quite to break up your array. 

8 Q, Kt B 3 

Opening advantageous to first player. Your King has castled, 
and Black cannot deploy his force under some moves. 

example 15. 
white. black. 

1 K P 2 1 Q Kt B 3 

2 Q, Kt B 3— This is White's best move. 

2 K P 1 

3 Q, P 2 3 K B Q, Kt 5 

4 K Kt B 3 4 K Kt K 2 

5 Q, P 1 5 P X P 
6PxP 6BxKt + 
7 P X B 7 Q Kt Q Kt 

White has a splendid game. 

example 16. 
white. black. 
1KP2 1 Q, Kt B 3 

2 Q, Kt B 3 2KP2 
3KBQB4 3 K Kt B 3 

4 K Kt B 3 4KBQB4 

5 Castles 5 Q P 1 

6 Q, P 1 6 Q, K2 

This opening is good for White. Your opponent cannot castle 
on account of the situation of your K Bishop, and your position 
will improve every move, supposing you to adopt the best play of 
which your situation is susceptible. 

EXAMPLE 17. 
WHITE. BLACK. 

1 K P 2 1 Q Kt B 3 



ON GIVING PAWN AND MOVE. 



319 



2 Q Kt B 3 2 K P 1 

3 Q P 2 3 Q, P 2 

4 K P 1 4 Q, Kt K 2 

5 Q, B K Kt 5 5 QBQ2 

6 KBQ3 i5 K Kt P I 

7 K R P 2 

White has fine game. Black's pieces are crowded unnecessa- 
rily, showing that his opening has not been premiere qualite. 

example 18. 
white. black. 



1 


K P 2 


1 


K Kt R 3 


2 


QP2 


2 


K Kt K B 2 


3 


Q, B P 2 


3 


K P 1 


4 


Q, Kt B 3 


4 


Q, B P 2 


5 


QP 1 


5 


QP 1 


6 


K B P 2 


6 


Q, Kt R 3 


7 


K Kt B 3 


7 


K Kt P 1 


8 


KRP2 


8 


K B Kt 2 


9 


K R P 1 


9 


K P 1 


10 


K R P x P 


10 


K R P x P 


11 


R X R + 


11 


B x R 


12 


K B 0,3 


12 


QK B 3 


13 


P X P 


13 


Kt X P 



Rather in favour of the player giving the odds ; his Queen 
being well placed, and all his pieces having the faculty of coming 
forth. 

EXAMPLE 19. 
WHITE. BLACK. 

1 K P 2 1 K Kt R 3 

2QP2 2 K Kt B 2 

3 KBQ 3— This is much better than K B to Q B 4 ; indeed 
the latter move is mostly comparatively weak, when Black moves 
King's Pawn only one square, whether Pawn and move are 
given or not. 





3 


K P 1 


4 K Kt B 3 


4 


QP 2 


5 K P 1 


5 


Q, B P 2 


6 QBP1 


6 


Q, Kt B 3 


7 Castles 


7 


Q, Q, Kt 3 


8 Q R P 2 


8 


Q, B Q, 2 


9 KBQB2 


9 


K B K 2 


10 Q, Q 3 


10 


Castles Q R 



This opening is rather favourable for second player. He will 
aim at securing the position of his King, while he advances Pawns 
on your King's encampment. 

example 20. 
white. black. 
1KP2 lKKtR 3— This mode of play 



320 



ON GIVING PAWN AND MOVE* 



was considered as the best by Philidor, but is strongly 
condemned by De la Bourdonnais. For myself, I think 
Black has no better move, and that De la Bourdonnais' 
condemnation is quite unfounded. 

2KBQB4 2KP1 

3 Q Kt B 3 3 K Kt K B 2 

4KBP2 4QBP1 

5 Q K 2 5KBQB4 

6 K Kt B 3 6 Castles 

7 QP2 7KBK2 

8 K B Q, 3 8QP2 
9KP] 9 Q, Kt Q 2 

10QBK3 lOKKtPl 

First player has a good opening. 





EXAMPLE 21. 


WHITE. 


BLACK. 


1 K P 2 


1 Q, P 1 — It is equally good to 




move Q, P 1 as K P 1. 


2 Q P 2 


2 K Kt B 3 


3 Q, Kt B 3 


3 Q Kt B 3 


4 Q P 1 


4 Q, Kt K 4 


5 K B P 2 


5 Q, Kt K B 2 


6 K Kt B 3 


6 K P 2 


7 Q, P X K P, en pa. 


>sant. This is White's best move. 




7 QB x P 


8 K B P 1 


8 Q, B Q, 2 


9 KBQB4 


9 Q Kt K 4 


10 Kt x Kt 


10 P x Kt 



This opening is favourable for White, on account of his K B 
battering the open diagonal. 

example 22. 
white. black. 
1 K P 2 1QP1 
2QP2 2 Q Kt Q 2 

3QBP2 3KP2 

4 Q, P I 4 K Kt B 3 

5 Q, Kt B 3 5 K B K 2 
6KB P 2 

White has a good game, and might equally vary his leading 
moves with safety. Black crowds his game unnecessarily by 
playing on move 2, Q, Kt Q, 2. 

example 23. 
white. black. 

1 QP 2 — This is safe enough, but less potent than K P 2. 

1 K P 1 

2 QBP2 2QP2 

3 Q Kt B 3 3 K Kt B 3 

4 K P 1 4 QBP1 



ON GIVING PAWN AND MOVE. 



321 



5KBP2 5KBQ3 

6 K Kt B 3 6 Castles 

7 Q B Q, 2 7QBP1 
8QBPxP 8 K P x P 
9 K B K 2 9 Q Kt B 3 

This opening is in favour of Black, whose force is well developed. 
The student will observe that throughout this essay, when any 
particular opening is characterized as favourable for either party, 
I merely mean to style it so relatively to this description of game, 
Of course in the position before us White has still the better game, 
having the Pawn surplus. 

example 24. 
white. black. 

1 K P 2 1 K P 1— Second player may 

vary his game by beginning with Q, B P 2, or with Q, Kt P 1, 
in order to play Q, B Q, Kt 2. I fear to tire the reader's 
patience by giving too many examples, and have therefore 
passed over these moves. 

2 Q, P 2 — I consider this your best move, opening the centre 
of the board. 2 Q, B P 1 — Better move at 

once Q P 2. 

3QBP2 3QP1 
4 Q, Kt B 3 4 K Kt P 1 

5KBQ3 5 K B K Kt 2 

6QBK3 6 K Kt K 2 

Your game is so far well opened. Your best third move in 
this mode of opening is Q, B P 2. 



EXAMPLE 25. 


WHITE. 


BLACK. 


1 K P 2 


1 K P 1 


2 Q, P 2 


2 Q, B P 1 


3 K B P 2— A weak move. 


3 QP2 


4 K P 1 


4QBP1 


5 Q, B P 1 


5 Q Kt B 3 


6 K B Q, Kt 5 


6 Q, Q, Kt 3 


7 B X Kt + 


7 P X B— This is his best mode 




of re-capturing. 


8 K Kt B 3 


8 Q, B R, 3 


9 K K B 2 


9 P X P 


10 Kt X P 


10 QBP1 



Highly in favour of Black. The advance of your K B P 2 
completely opens up your position to his attack. 

EXAMPLE 26. 
WHITE. BLACK. 

1 K P 2 1 K P 1 

2 Q, P 2 2 QBP 1 
3KBP2 3QP2 

4 KP 1 4 QBP 1 

Y 



322 



ON GIVING PAWN AND MOVE. 



5QBP1 5 Q, Kt B 3 

G K Kt B 3 6 K Kt R 3 

7 K B Q, Kt 5 — A weak move. 

7 Q B Q 2 — He may equally 
well play Q Q Kt 3. 

8 K B X Kt 8PxB — Better play, than 

retaking with B. 

9 Castles 9 P X P 

10 Kt x P 10 Q, B P 1 

11 K Kt B 3 

Giving Pawn, this opening is decidedly favourable for Black. 
example 27. 

WHITE. BLACK, 



1 


K P 2 


1 


K P 1 


2 


Q, P 2 


2 


K Kt K 2 


3 


KBQ3 


3 


QP 2 


4 


K P 1 


4 


Q, B P 2 


5 


QBPl 


5 


P X P 


G 


P X P 


6 


Q Kt B 3 


7 


KBQB2 


7 


Q, B Q, 2 


8 


QRP 1 


8 


Q Q Kt 3 


9 


K Kt K 2 


9 


K Kt P 1 


10 


Castles 


10 


K B Kt 2 



This opening is in favour of Black ; owing to a certain weak- 
ness in your centre, through the King's Pawn being so far 
advanced. 

EXAMPLE 28. 
WHITE. BLACK. 

1 K P 2 1 K P 1 

2 Q, P 2 2QP2 
3QKR5+ 3KKtPl 

4 Q, K 5 — This mode of play was once considered as being the 
best extant for White ; but I hold it on the contrary to be very 
bad for him, giving Black a decided advantage. 

4 K Kt B 3 

5 QBKt5 5KBK2 

6 P X P 6 Castles 
7PXP 7 K Kt Kt 5 
8BxB 8Q,xB 

9 Q, K 2 9 Kt x K B P, and Black wins. 

Many interesting variations spring from this opening. 

EXAMPLE 29. 
WHITE. BLACK. 

1 K P 2 1 K P 1 

2QP2 2QP2 

3 P X P — It is not quite so good to take Pawn, as to advance 
here your K P. The latter appears to lose a move, and in play- 
ing even would be doubtless winning ; but as you receive a Pawn, 
it is your best play. 3 P X P 



ON GIVING PAWN AND MOVE. 



323 



4QKR5+ 4KKtPl 

5 Q, K 5 + 5 Q, K2 

6QBKB4 6QBP1 

7KBK2 7 K B K Kt 2 

8QxH 8 K Kt x Q 

9 K Kt B 3 9 Castles 

Considering he gives Pawn, Black has a good opening ; par- 
ticularly as the Queens are gone. 

EXAMPLE 30. 
WHITE. BLACK. 

1 K P 2 1 K P 1 

2 Q P 2 2 Q, P 2 
3PxP 3PxP 

4 K Kt B 3 4 K Kt B 3 

5 KBQ3 5 Q, B P 2 

This opening is good for Black. His last move was the best 
he could play ; seeking to occupy the centre of the board, upon 
the Jaenisch principle. 

example 31. 

WHITE. BLACK. 

1 K P 2 1 KP 1 

2QP2 2Q, P 2 

3 K P 1 (best move) 3 Q, B P 2— This move appears 

to give Black some attack, but it is only temporary if you 
take proper care. 
4KBQ3 4 K Kt P 1 

5 K R P 2 — Generally, you do well to advance the Pawns 
on King's side in this game, especially the KRP; but you must 
be careful not to do so indiscriminately, as in many cases you 
weaken your force by so doing. The value of the advance of 
K R P in this opening is, on the whole, rather over-estimated. 
I say this advisedly and conscientiously. 

5 P X P 

6KRPI 6KKtPl 
7KRP1 7KBK2 
8Q+ 8 KQ2 

This opening is in your favour, though you have given up 
Pawn. Black's fifth move is over venturesome. 

EXAMPLE 32. 
WHITE. BLACK. 

1 K P 2 1 K P 1 

2 Q,P 2 2QP2 
3KP1 3 Q, B P 2 
4KBQ3 4 QQR4 + 
5 Q, B Q, 2 5 Q, Q, Kt 3 

* 6QKR5+ 6KQ 

7 Q, Kt B 3 7QBQ2 
y 2 



324 



ON GIVING PAWN AND MOVE. 



8 K Kt B 3 8PxP 

9 Q, Kt K 2 9 Q, Kt B 3 

10 K Kt x P 10 Kt X Kt 

11 QKR4+ 11 KBK2 

12 Q, X Kt 12 Q x Q, 

13 Kt x Q, 13 B Q B 4 

The opening is now highly favourable for White. Black 
could probably have mended some of his moves. 

EXAMPLE 33. 
WHITE. BLACK. 

1 K P 2 1 K P 1 

2QP2 2QP2 

3KP1 3QBP2 

4 Q, B P 1 4 Q Kt B 3 

5 K B Q, 3 5 K Kt P 1 
6KBQB2 6 Q, B Q, 2 
7KRP2 7PxP 
8PxP 8 Kt Q, Kt 5 
9KRP1 9 Kt x B -f 

10 Q X Kt 

Your opening is good. 

EXAMPLE 34. 
WHITE. BLACK. 

I K P 2 1 K P 1 

2QP2 2 Q, P 2 

3KP1 3QBP2 

4 QBP1 4 Q, Kt B 3 

5 Q, R P 1 — This move is not weak here, but essential to be 
played in this mode of opening ; for reasons sufficiently obvious. 

5 QBQ2 

6 Q, Kt P 2— Weak move. 6 P x 0, P 
7PxP 7QRQB 
8 K Kt B 3 8QQB2 
9QBK3 9QRP2 

10 Q Kt P 1 10 Kt Q R 2 

II Q, R P 1 11 Q, Q, B 7 

Black has a good opening. He aims at changing Queens, in 
order to establish his Rook on seventh line, a point of such vast 
general importance. 

example 35. 
white. black. 
1 K P 2 1 K P 1 

2QP2 2QP2 
3KP1 3QBP2 

4 Q, B P I 4 Q Kt B 3 

5 K B P 2— Bad move. 5 Q, Q, Kt 3 

6 K Kt B 3 6 K Kt R 3 

7 KBK2 7 Q, B Q, 2 



ON GIVING PAWN AND MOVE. 



325 



WHITE. 

1 K P 2 

2 Q P 2 

3 KP 1 

4 Q, B P 1 

5 Q, B K 3— Bad move. 

6 QKtPl 

7 K B P 2— Bad move. 

8 K Kt B 3 

9 P X P 
10 Q Kt Q, 2 

Black will win the game. 



8 Castles — Dangerous in similar situations. 

8 P X P 

9 P X P 9 Q Kt x P 
10 Kt x Kt 10 K B Q, B 4 

Black will win the game ; first, through your premature ad- 
vance of K B P ; and second, through your castling with so 
dangerous an opening on your King, as left by your previous play. 

EXAMPLE 36. 

BLACK. 

1 K P 1 

2 Q P 2 

3 Q, B P 2 

4 Q Kt B 3 

5 Q, Q, Kt 3 

6 Q, B Q, 2 

7 K Kt R 3 

8 P X P 

9 K B + 
10 K Kt K B 4 

In the Pawn-and-move Opening, 
many situations arise in which second player wins by marching 
K Kt to K R 3, and thence to K B 4 ; if you have, as in the 
present instance, prematurely advanced your King's Bishop's 
Pawn two. 

example 37- 
WHITE. black. 
1 KP2 1 KP 1 

2QP2 2QP2 
3KP1 3QBP2 
4QBP1 4 Q, Kt B 3 

5 K Kt B 3 5 Q,B Q, 2 

6KBQ3 6 Q. Q Kt 3 

7 K Kt Kt 5 7 K Kt P 1 

8 Kt X K R P 8 R x Kt 
9BxP+ 9RKB2 

10BxR+ lOKxB 
You have Rook and three Pawns in exchange for two minor 
pieces, and have also on the move, morally speaking, a perpetual 
check with Queen. In this state of things the game is in your 
favour, and you have played well ; but generally speaking, both 
in Pawn-and-move Opening, and Pawn- and- two-moves Opening, 
first player is wrong to purchase Rook and Pawns at so high a 
price ; the difficulty being so great to advance Pawns against a 
superior player. The present case is an exception to our rule ; 
arising from the fact of Black's Queen being away from home. 

example 38. 



1 K P 2 



1 K P 1 



326 



PAWN AND TWO MOVES. 



2 Q, P 2 2QP2 
3KP1 3 Q, B P 2 

4 K B Q, 3 4Px P— Black risks all con- 

sequences ; eager to regain his Pawn. I believe that 
though the springs of defeat are hidden, he will lose the 
game after this move, by its nature. 

5 Q+ 5 K Q 2 

You will now get a fine game with careful play, the opening 
being decidedly in your favour, by reason of Black's having been 
forced to move King ; and by so doing, to obstruct the sortie of 
his pieces, and necessarily crowd his position. 

EXAMPLE 39. 
WHITE. BLACK. 

1 K P 2 1 KP1 

2QP2 2QP2 

3KP1 3QBP2 

4KBQ3 4 K Kt P 1 

5QBP1 5 Q Kt B 3 

6KRP2 6 K Kt K 2— Black has several 

ways of procedure, when he finds you determined to push 
K R P to its full extent. One plan is to let your KRP 
come to its 5th square, and then to advance K Kt P ; but 
this is full of danger, and not to be recommended. The 
move K Kt K 2 is what I myself prefer. 

7 K R P 1 

In answer to this move, Black may either move K B K Kt 2, 
or KRK Kt ; the latter being, in my opinion, slightly the better. 
The opening may be termed of an average description ; being 
about as much in your favour as when you commenced, but no 
more. 

CHAPTER II. 

ON GIVING PAWN AND TWO MOVES. 

The Pawn and two moves advantage, yields certainly a game won 
for White, by its nature, if the first player conduct his attack 
Avith circumspection. The difficulty consists in seizing the pro- 
pet' moment. If you attack with too much vivacity, and advance 
the Pawns on the King's side too quickly, you compromise your 
game ; as on the other hand, if you wait too long, your more 
scientific adversary gets his men out into the field, regaining at 
once the odds of the two moves, and having but the numerical 
superiority of the one dead Pawn, opposed to his greater talent 
for Chess combination and strategy. During the years 1843, 
1844, and 1845, I presented numerous Chess articles for publica- 
tion in the " Chess Player's Chronicle ;" among which was my 
analysis of the Pawn-and-two-moves Opening ; here reproduced 
in an improved form, including De la Bourdonnais' Essay on the 



PAWN AND TWO MOVES. 



327 



subject, printed ten years back in the Palamede. Black is sup- 
posed to give the King's Bishop's Pawn and the two first moves ; 
Black's K B P must therefore be removed from the board 
throughout the whole of this section. 

EXAMPLE 1. 
WHITE. BLACK. 

1 K P and Q P two each — You cannot take your two moves 
in a better manner. The whole centre of the board is now open 
to you. 1 QKt B third— Q P, or K P 

one, is rather stronger for the defence. One of these three 
moves is generally played. 

2 QP advances — I prefer Q Kt to B third. 

2 Q, Kt K fourth 

3 K B P two 3 Q Kt KB second — The Kt 

thus brought round strengthens his weak point ; still your 
Pawns are strongly posted. 

4 QBP two — De la B. pronounces this to be wrong ; as open- 
ing your game too much. 4 K P one — Should you take 

this Pawn, and change Queens, De la B. considers that 
your attack would be quite gone. You would still have 
your Pawn, but nothing more. In giving Pawn and two, 
the second player tries all he can to change off the pieces, 
and thus free himself from the embarrassment of a 
crowded position. 

5 K Kt to B third 5 K B to Q B fourth 

6 KBtoQ third 6 Q B P one 

7 Q, Kt to B third 7 K P X P 

8 QB P x P 8 QB P X P 
9PxP 9 K Kt to B third 

White has the Pawn, but has lost all advantage of the two 
moves. His opening has been therefore bad ; owing to his fourth 
move. 

example 2. 
white. black. 

1 K P and Q P two each 1 Q Kt to B third 

2 KBtoQ third 2 K P two — Black would do 

wrong to take Pawn with Knight, as you would -j- with 
Queen at King's Rook's fifth, and then move Queen to 
King's fifth. 

3 K B P two — Well played ; if Black take Pawn with Pawn, 
you get a fine game by pushing King's Pawn. 

3 Q P one 

4 Q P one 4 Q Kt to K second 

5 K B P advances — Premature ; better bring out a piece. 

5 K Kt P one 

6 K Kt to R third 6 Q B P one 

7 Q B P two 7 K Kt P x P 

8 Q + 8 K to Q second 
9KPxP 9QBPxP 



328 



PAWN AND TWO MOVES. 



10 


P X P 


10 Q + 




Q Kt to B third 


11 K Kt to B third 


12 


Q, to K B seventh 


12 KKtxP 


13 


Q, B to Q, second 


13 Kt x Kt 


14 


B x Kt 


14 Q to Q fourth 



Black has regained Pawn, and the game is equal. 
example 3. 

WHITE. BLACK. 

1 K P and Q, P two each 1 Q Kt to B third 

2 K P one 2 Q P two 

3 K B to Q, third — Well played ; if Black answer by moving 
K Kt P one, you push KRP two, in order to attack his left 
wing, so materially weakened by the absence of K B P. If, 
again, he answer by taking Q, P with Kt, you would win the piece, 
first chg with Q, at K R fifth, and on his moving K, with Q,, at 
K Kt 4, then pinning Kt, if interposed, with B. 

3 Q, B to K third 

4 K Kt to B third 4 QtoQ second 

5 Castles 5 Castles 

6 Q, B P one 6 K Kt P one 

7 QBtoK third 7 K Kt to R third 

8 Q Kt to Q second 8 K B to Kt second 

9 Q, Kt P two — You have preserved your advantage. You 
secm-e an attack on the side he lias castled, by advancing the 
Pawns on your left wing ; while Black cannot do the same by 
your King's situation. 

example 4. 







WHITE. 


BLACK. 




K 


P and Q, P two each 


1 Q Kt to B third 


2 


Q 


Kt to B third 


2 K P two 


3 


P 


X P 


3 Kt X P 


4 


K 


B P two 


4 Kt to K B second 


5 


K 


BtoQB fourth 


5 K Kt to R third 


6 


K 


Kt to B third 


6 K B to Q, B fourth 


7 


K 


Kt to his fifth 



White has a splendid game. 
example 5. 
white. black. 

1 K P and Q, P two each 1 Q, Kt to B third 

2 Q, Kt to B third 2 K P one 

3 K Kt to B third 3 Q P two 

4 K P one 4 K Kt P one 

5 K R P two 5 K B to Kt second 

6 K B to Q, third 6 K Kt to K second 

7 K R P advances, and White has a fine game. 

example 6. 
white. black. 
1 K P and Q, P two 1 K P one 



PAWN AND TWO MOVES. 



329 



o 

a 


iv ±> to i^, third 


Z v£ r two 


o 
O 


K P advances 


o jy xvt x one 


A 

4 


JV ±1 I two 


4 v£ d r two 


5 


Q B P one 


5 Q, Kt to B third 


6' 


K R P one 


6 K Kt P one 


7 


K Kt to R third 


7 K B to K second 


8 


K R P one 


8 Q, to Q, Kt third 


9 


Q + 


9 K to Q, 


10 


Q, to K B seventh, with a strong game. 






EXAMPLE 7. 




WHITE. 


BLACK. 


i 
i 


K P and Q, P two each 1 K P one 


2 


K B to Q, third 


2 Q B P two 


3 


K P one 


3 Q + 


4 


Q, B covers 


4 Q, to her Kt third 


5 


Q + 


5 K to Q, 


6 


Q, Kt to B third 


6 P x P 


7 


Q Kt to K fourth 


7 Q Kt to B third 


8 


K Kt to B third 


8 K Kt to K second 


9 


Castles K R 


9 K Kt P one 


10 


Q, to K Kt fifth, and White has a fine opening. 






EXAMPLE 8. 




WHITE. 


BLACK. 


1 


K P and Q, P two 


1 Q P one 


2 


KBtoQ third 


2 Q, Kt to Q, second 


Q 

o 


K B P two 


3 K P two 


4 


Q B P one 


4 K Kt to B third 


5 


K Kt to B third 


5 K P x B P 


o 


Q, B X P 


6 K B to K second 


7 


K Kt to Kt fifth 


7 Q, Kt to K B 


8 


Q, to Q, Kt third 


8 Q P one 


9 


Q, B to K fifth 


9 Q, Kt to K third 


10 


B x Kt 


10 B x B 


11 


Kt x Kt 


11 B x Kt 


12 


K P advances 


12 K B to K second 


13 


Castles, and has a strong opening. 



Here closes De la Bourdonnais' analysis ; which it is to be 
wished he had carried out to greater length. I append some 
openings, at the same odds, from games actually played by first- 
rate players. 

example 9. 

BLACK. 

1 Q, Kt to B third 

2 K P two 

3 Q, P one 

4 Q, Kt to K second 

5 K Kt P one 



WHITE. 

1 K P and Q P two 

2 K B to Q, third 

3 K B P two 

4 Q P one 

5 K B P one 

6 K Kt to R third 



6 Q B P one 



330 



PAWN AND TWO MOVES. 



7 


QBP two 


7 K Kt P x P (A.) 


8 


Q + (B.) 


8 K to Q, second 


9 


QtoKB seventh (C.) 


9 Q, to K 


1 A 


iv ivt to ivt tit tn 


1 A V T? T> ana 

iu iv iv I one 


11 


QxQ + 


11 K x 0, 


12 


Kt to K sixth 


12 B x Kt 


13 


P X B 


13 P X P 


14 


B x P 


14 K Kt to B third 


15 


Q, Kt to B third 





Black has regained Pawn, and has a good game. 



Variation A. 

7 K Kt to B third 

8 K Kt P two 8 P x K B P 

9 K Kt P x P 9 Q, Kt to K Kt 

10 Q, Kt to Q, second — You have now a good game, which tends 
to show that Black, at move 7? should take P with P. 

Variation B. 

8 K P x P 8 K Kt to B third 

9 Q B to Kt fifth 9 Q, Kt to K Kt 

You have as yet your Pawn ; but it is doubtful whether your 
real advantage is very material. De la Bourdonnais appears to 
be right in not approving of your advancing K B P at fifth move. 

Variation C. 



9 K P X P 


9 Q, B P X P 


10 P x P 


10 Q, + 


11 Q, Kt to B third 


1 1 K Kt to B third 


12 QtoKB seventh 


12 K Kt x P 


13 Q, B to Q, second 


13 Kt X Kt 


14 QtoKB sixth 


14 K R to K Kt 


You have lost Pawn, but have yet a good gi 




EXAMPLE 10. 


WHITE. 


BLACK. 


1 K P and Q P two 


1 Q, Kt to B third 


2 K B to Q third 


2 K P two 


3 K B P two 


3 P X Q P 


4 K P one 


4 K Kt to R third 


5 K Kt to B third 


5 B + 


6 Q, B covers 


6 B x B + 


7 Q Kt x B 


7 0, P two 


8 Kt to K Kt fifth 


8 B to K B fourth 


9 Q + 


9 KtoQ second 


10 B x B + 


10 Kt x B 


11 QtoKB seventh + 


11 Q, Kt covers 


12 Q,to K sixth + 


12 K home 


13 Kt to K B seventh 


13 Q, to Q second 


14QXQ + 


14 K X Q, 



PAWN AND TWO MOVES. 



331 



15 Kt x R 15 Kt to K sixth 

16 K to K second 16 R x Kt 

You have gained the exchange ; but Black's Kt is well posted. 

example 11. 





WHITE. 


BLACK. 


1 


K P and Q, P two 


1 KPone 


2 


K B to Q, third 


2 Q B P two 


3 


Q, P one 


3 Q P one 


4 


Q B P two 


4 K Kt P one 


5 


K R P two 


5 K B to Kt second 


G 


K R P one 


6 K P one 


7 


Q, Kt to B third 


7 Q, Kt to Q, second 


8 


Q Kt to Kt fifth 


8 Q, Kt to K B third 


9 


P X P 


9 P X P 


10 


R X R 


10 B x R 




You have kept Pawn, and have a secure situation. 






EXAMPLE 12. 




WHITE. 


BLACK. 



1 K P and Q, P two 1 Q, Kt to B third 

2 K B P two — This move is weak, and not to be advised for 
general practice. Your best move after all, in answer to Q, Kt B 
third, is Q, Kt also to Q, B third. In fact, on your bringing Q, Kt 
to B 3 here, and in numerous other cases, receiving these odds, 
the whole game may be said to turn. 

2QP two 

3 K B P one 3 P X P 

4 Q+ 4 KtoQ second 

5 K B to Q, B fourth, and you have a strong attack, although 
you have lost your Pawn. 

EXAMPLE 13. 
WHITE. BLACK. 

1 K P and Q, P two 1 Q Kt to B third 

2 K P one 2 Q P two 

3 Q B P one 3 K P one 

4 K B to Q third— Well opened for White. 

EXAMPLE 14. 
WHITE. BLACK. 

1 K P and Q, P two 1 Q Kt to B third 

2 K B to Q, third 2 K P two 

3 Q P one 3 Q, Kt to K second 

4 K B P two 4PxP 

5 B x P 5 Q, Kt to K Kt third 

You have your Pawn ; but no further advantage. Your fourth 
move is weak. 

EXAMPLE 15. 
WHITE. BLACK. 

1 K P and Q, P two 1 Q, Kt to B third 



332 



PAWN AND TWO MOVES. 



2 K B to Q third 2 K P two 

3 Q P advances 3 Q, Kt to K second 

4 Q,B to Kt fifth 4 K Kt to B third 

Black's fourth move should rather be Q P one. 

5 B x Kt 5PxB 

6 Q+ 6 Kt covers 

7 K B P two 7 P x P 

8 K Kt to R third 8 Q to K second 
9KtxP 9 Q, to K B second 

White has a fine game. 

example 16. 
white. black. 

1 K P and Q, P two 1 Q, Kt to B third 

2 K P one 2 Q P two 

3 K R P two 3 Q B to K B fourth 

4 K Kt P two 4 B to K fifth 

5 K B P one 5 B to K Kt third 

6 K R P one 6 B to K B second 

Black has purposely manoeuvred to engage you to advance 
your Pawns too far. You have your Pawn, but the odds of the two 
moves have vanished. 

example 17. 
white. black. 



1 


K P and Q, P two 


1 Q, Kt P one 


2 


K B to Q, third 


2 Q B to Q, Kt second 


3 


K P one 


3 K Kt P one 


4 


Q, to K Kt fourth 


4 Q, B to Q fourth 





Q, Kt to B third 


5 QBtoK third 


6 


Q, to K Kt third 


6 Q, P two 


7 


K Kt to B third 


7 Q, Kt to B third 


8 


Q, B to K third 


8 K B to R third 



You have a good game, 
unnatural. 



Black's position is constrained and 



example 18. 





WHITE. 




BLACK. 


1 


K P and Q, P two 


1 


K P one 


2 


K B to Q, third 


2 


Q B P two 


3 


K P one 


3 


Q, to Q, R fourth + 


4 


Q, B in 


4 


Q, to Q, Kt third 


5 


Q + 


5 


K to Q, 


G 


Q, to K B seventh 


6 


K Kt to K second 


7 


Q Kt to B third 


7 


P X P 


8 


Q, Kt to Kt fifth 


8 


QtoQB fourth 


9 


K Kt to B third 


9 


Q, Kt to B third 


10 


Castles K R 


10 


Q, R P one 


11 


Q, Kt to Q, sixth 


11 


K to B second 


12 


QtoKB fourth 


12 


K Kt to Q fourth 


13 


Q, to K fourth 


13 


B x Kt 



PAWN AND TWO MOVES. 



333 



14PXB+ 14 Q, X P 

This opening has "been slightly to the advantage of Black, 
though he is yet crowded. 

example 19. 
white. black. 

1 K P and Q, P two each 1 K P one 

2 Q, B P two 2 Q, Kt to B third — What we 

may term the old school of play, would here move Q, B P 
one. De la Bourdonnais preferred Q, Kt to B third. 
The present is one of his openings against Szen. 

3 K Kt to B third 3 QP two 

4 K P one 4 B -| De la Bourdonnais 

always changed off as much as possible, giving Pawn and 
two. 

5 Q, Kt to B third 5 K Kt to K second 

6 K B to Q, third 6 Castles 

7 Q, B to Kt fifth 7 Q to K 

White has opened well. 

EXAMPLE 20. 
WHITE. BLACK. 

1 K P two, Q P two 1 Q Kt to B third 

2 Q P one 2 Q Kt to K fourth 

3 K B P two 3 Q Kt to K B second 

If White here pushes K P one, he moves K P one also ; and on 
your then playing Q, B P two, he may move Q, P one, and the 
opening is slightly in his favour ; that is, I consider you to retain 
Pawn, but to have lost the two moves. Pushing Q, P on Kt at 
move 2, is certainly inferior to playing Q Kt to B third. In a 
translation of my sketch of Pawn-and-two Opening, printed by 
St. Amant in his Palamede, that judicious critic justly remarks 
that Q, Kt B 3, played early for White, appears to be my favourite 
move. Indeed, it breaks up half the modes of play which Black 
can otherwise adopt, at a blow. 

4 K B to Q third 4 K P two 

5 K Kt to B third 5 QP one 

6 Q, B P two 6 K Kt to B third 

7 Q, Kt to B third 7 QBP one 

8 Castles ; and White's opening is undoubtedly good. 

example 21. 

WHITE. BLACK. 

1 K P and Q P two 1 Q P one 

2 QBP two 2 K P one 

3 Q P one 3 K P one 

4 Q, Kt to B third 4 K Kt to B third 

5 K B P two 5 K B to K second 

In this species of opening, White looks strong, but as I presume 
him to be playing with a superior in force, I doubt his having any 
advantage beyond the numerical Pawn. His Pawns are too far 
advanced. 



334 



PAWN AND TWO MOTES. 



EXAMPLE 22. 
WHITE. BLACK. 

1 K P and Q P two 1 K P one 

2 K B to Q, third 2 QBP two 

3 Q P one 3 Q P one 

4 QBP two 4 K Kt to B third 

5 K B P two 5PxP 

6 K P x P — The opening now turns in favour of Black ; always 
allowing you to have yet your Pawn. Your King's Bishop's 
Pawn is weak, thus advanced. 

example 23. 
white. black. 

1 K P and Q P two 1 K P one 

2 K B P two 2 Q P two (best) 

3 K P one 3 QBP two 

4 QBP one 4 Q Kt to B third 

5 K Kt to B third 5 Q to Q Kt third 

6 K B to Q third 6 K Kt to R third 

7 Q, to Q, Kt third 7 Q B P one 
8QxQ 8 P x Q 

Black has a fine game. Your advancing K B P was weak, and 
changing Q has strengthened him on that side. 
9 K B to Q B second 9 P to Q Kt fourth 

10 K Kt to Kt fifth 10 K Kt P one 

11 Kt x R P 11 R X Kt 

12 B x P + 12 R to B second 

In receiving Pawn and two, this sort of position frequently 
arises, in which you can get Rook and two Pawns, as now, for 
Bishop and Knight ; and this, with the Queens on, as well as off, 
the hoard. M'Donnell always considered this exchange in favour 
of Black, and I am of the same opinion, that is, in positions ana- 
logous to the one before us. 

example 24. 
white. black. 

1 K P two, Q P two 1 Q Kt to B third 

2 Q Kt to B third 2 K P two 

3 P x P(best) 3 Kt x P 

4 K B P two 4 Q Kt to K B second 

5 K B to Q B fourth 5 K Kt to R third 

6 K B P one 6 K B to Q Kt fifth 

7 K Kt to B third 7 Q to K second 

White may now either castle, or move Queen to K second, 
having, in either case, an excellent game. 

example 25. 
white. black. 

1 K P two, Q P two 1 K P one 

2 K B P two 2 Q B P two (if) 
3QBPone 3QBPxP 



PAWN AND TWO MOVES. 



335 



4 Q, B P x P 4 K Kt P one 

5 KRP two 5 K B to Kt second 

6 K R P one 6 K Kt to K second 



7 


KRP one 


7 B toB 


8 


K Kt P two 


8 Q P two 


9 


K P one 






White has 


a secure game. 




EXAMPLE 26. 




WHITE. 


BLACK. 


1 


K P two, Q P two 


1 Q P one 


2 


KBtoQ third 


2 Q Kt to Q, second 


3 


K B P two 


3 K P two 


4 


Q, B P one (if) 


4 K Kt to B third 


5 


K Kt to B third 


5 K P x K B P 


6 


QBxP 


6 K B to K second 


7 


K Kt to Kt fifth 


7 Q Kt to K B 


8 


Q to Q Kt third 


8 Q P one 



White has a good game. M'Donnell played Black. 
example 27. 

WHITE. BLACK. 

1 K P 1, K B Q, 3 — This mode of employing the two moves 
has been recently introduced by Mr. Mongredien. The same 
mode of play had been previously printed by me as applicable to 
receiving P and 3 moves. Mr. M.'s conception is ingenious, but 
if properly responded to, decidedly inferior, from the restraint 
imposed on the deployment of his forces, through the position of 
his KB. 1 K Kt R 3— See also my next 

example. 

2 K Kt to B 3 2 QP1 —Bad move. He should 

play K Kt K B 2, and though your Pawn would remain, 
your two moves would have passed away. 

3 K Kt K Kt 5 3 K Kt P 1 

4 Kt x K R P 4 R X Kt 

5 B x P + 5 R covers 

6 B X R +j and has a splendid game, through the injudicious 
mode in which Black has suffered you to gain Rook and two 
Pawns for two minor pieces. At the close of Example 23, I 
pronounced in favour of a similar exchange for Black ; but there 
his King is subsequently less exposed than in the present situ- 
ation. 

EXAMPLE 28. 
WHITE. BLACK. 

1 K P 1, K B Q, 3 1 K Kt B 3 (best) 

2 K Kt P 2 2 K Kt P 1 
3KRP2 3QP2 

4 KKt PI 4 K Kt R 4 

Black has not regained his Pawn, but otherwise has a secure 
position. While your K B remains on Q, 3, it blocks up your 
force. 



336 



CHAPTER III. 

ON GIVING PAWN AND THREE MOVES. 

The odds of Pawn and three moves are very little inferior to 
receipt of Knight. You may employ your moves in advancing 
K P and Q, P 2 each, seating B at Q 3 ; or may adopt the follow- 
ing new modes of play ; first published by me in 1835. It must 
be borne in mind that in taking the three moves you must not 
cross your own half of the board, pursuant to the Chess-code ; 
otherwise, your adversary having no K B P, you would at once 
force mate by taking your three moves thus : — 

WHITE. BLACK. 

1 K P one, K B Q, third, 
Queen -f-j &c. 

FIRST GAME. 

Black gives Pawn and three moves. 

WHITE. BLACK. 

1 KPone 

2 K B Q, third 

3 QKKt fourth 

The potency of these moves will be immediately seen on exa- 
mining, seriatim, Black's several modes of counterplay. 

If he advance K Kt P one, you mate in two moves. 

If he push K Rook Pawn, you mate on the move. 

If he move K Kt to K B third, you mate in two moves ; and 
if he play same Kt to R third, you leave Q, en prise, and take 
K R P with Bishop. Play as he may, you force the gain of a 
second Pawn. 

Checkmate being threatened at once on your part, he can only 
ward it off, then, by advancing one of his two centre Pawns, to 
make room for K to retreat from check. Accordingly : 
In the first place, 
3 K P one 

4 B X K R P — You have now won the second Pawn ; for if 
he take B with R, you check with Q at K Kt's sixth, and win R ; 
and if he attack Q and B, by placing Kt at K B third, you check 
with B, and retreat Q,. 

In the second place, 
3 Q P one 

4 Q, to K R fifth + 4 K to Q second 

5 B X K R P, with a fine game ; and if Black answers by 
moving K Kt P one, which St. Amant, in the Palamede, erro- 
neously supposes would win him a piece, you simply check off 
with Q, at K Kt fourth, and sustain no loss. 

SECOND GAME. 
WHITE. BLACK. 

1 K P one— 2 K B Q, third— 
3 K Kt K R third 



PAWN AND THREE MOVES. 



337 



Here White varies his third move, in order to try its effects. 
Black may answer in many different ways. Ex. gr. : — 

FIRST DEFENCE. 

3 K Kt P one 
4 K Kt to Kt fifth 4 Q P two 

5KtxRP 5 R X Kt 

6 B x P + 6 R interposes 

7B X R+ 7K X B 

White has a strong game. On your last move, you do hetter 
to take at once, than to play Q, K R fifth, as Black would answer 
with Q, B K third. 

SECOND DEFENCE. 

3 K Kt to B third 

4 K Kt to Kt fifth 4 If Black move K Kt P, you 

take K R P, as above. If he move Q, P one, you also 
capture R P, as if he retake Kt with Kt, you check with Q,. 

4 K P one 

5 Kt x R P 5 Kt x Kt 

6 Q + 6 K moves 

7 Q, to K R fourth + 7 K Kt to B third 

8 Q, x R, wins. 

• THIRD DEFENCE. 

3 K Kt to R third 
4 Q, + 4 P interposes ; for if he covers 

with Kt you advance K Kt ; and if he then move K Kt P 

one, you take P with B. 
5BxP+ 5KRPxB 

6 Q, x P + 6 Kt interposes 

7 K Kt to Kt fifth, and wins. 

FOURTH DEFENCE. 

3 Q P one 

4 You may now either check with Q, and then take K R P 
with B ; or may, instead, advance Kt to K Kt fifth ; having either 
way a fine game. 

FIFTH DEFENCE. 

3 K P one 

4 Q, + 4 K to his second 

5 It would be wrong now to take K R's P with B, as he would 
play K Kt to B third. You may safely enough vary the 
game by moving Kt K B fourth ; and should he then attack Q, 
with Kt, you retreat Q, to KR fourth, and afterwards advance 
K Kt P two : or, before moving Kt, you may check with Q, at 
K R fourth ; compelling him to cover with Kt ; for, should he 
retreat K to K, your B would check. Several other modes of 
play present themselves at this point of the opening ; of which 
the following is not the least important : — 

5 K Kt to Kt fifth 

If, in answer to this move, Black play Q, to K, you change 
Queens, and win K R P, 

z 



338 



PAWN AND THREE MOVES. 



If he move K R P, you may adopt either one of three different 
courses ; viz. — 1, Kt to K B seventh — 2, Check with Q, — or 3, 
Retreat QKR fourth. 

If Black now advance K Kt P one, you take it with B, and on 
his then attacking Q, with Kt, retreat her to K R fourth. 

If he now move K Kt to R third, you may at once take R P 
with Kt ; for if he take Kt with R, you win Q, by checking with 
Q, at K R fourth, and then with B at K Kt sixth, — taking Kt 
with B, when he interposes at K B second. Lastly, if, 

5 K Kt to B third 

6 Q to K B seventh + (A.) 6 K moves 

7 Q, Kt to R third square, with a good position. 

A. 

A variation is appended upon this move, to show that you 
would do wrong to retreat Q, to K R fourth, with the view, sub- 
sequently, of capturing K R P with Kt or B. Suppose, therefore, 

6 Q, to K R fourth 6 Q, Kt to B third (best) 

In the first place, 

7 Kt x K R P 7 Q, Kt to K fourth 

8 Q, to Q Kt fourth + 8 Q, B P two 

9 Qx PP+ 9 QP interposes, and wins Kt. 

In the second place, 

7 B x K R P — If, instead, you move up K B P two, he plays 
Q Kt to Q Kt fifth. 

7 K Kt P moves 

8 K Kt to K fourth 8 K B to Kt second 

9 Kt x Kt 9 B X Kt 

10 Q to K R sixth 10 Q to K Kt, and Black wins B ; 

whether you take Q, with B, or play any other move. 



END OF BOOK IV. 



APPENDIX. 



BIBLIOGRAPHICAL CATALOGUE 

OF 

THE CHIEF PRINTED BOOKS. WRITERS, AND MISCELLANEOUS 
ARTICLES ON CHESS, UP TO THE PRESENT TIME. 

BY GEORGE WALKER. 
(A.) 

Aben Ezra, R. Abr. — Carmina Rhythmica de Ludo Shahmat 
seu Shahjludio, R. Abraham Aben-Ezr,e, beat.<£ memorise. 

A Hebrew poem of 75 lines, given in Dr. Hyde's work, with 
a Latin translation. Also printed with other Hebrew tracts, 
1702. 8vo. 

Aben Ezra. — Neuerb'ffnete Kunststiicke des Schachspiels, &c. 
Frankfurt und Leipzig, 1743. 8vo. 
Y Academie universelle des Jeux. — Paris and Amsterdam, 171 8, 
1725, 1730, 1752, 1786, 3 torn. 12mo. A similar work to Hoyle's 
Games, but larger. Under the head of Chess, we find the trea- 
tises of Greco and Philidor ; the former in the first editions of 
the " Academie ;" the latter in those of a more recent date, 
" Nouvelle Academie des Jeux." 3 vols. A Lyons, chez 
Leroy, 1810. Many other editions also exist. 

Academie des Jeux (Nouvelle), par C. B., Amateur. — Paris, 
Hubert. 1818. 8vo. pp. 300. 

Actius, Thomas. — Fox'omsemproniensis, de ludo Scacchorum in 
legali methodo, ubi varise quEestiones legales tractantur causa 
dicti ludi. Pisauri, apud Hieronymum Concordiam, 1583, 4to. 
Also in torn. viii. Tract. Univ. Juris, p. 168. 

Abenstein (C. W. Von.) — Das Schach,und Tokkategli Spiel, &c. 
Berlin ; Gottfr. Hayn, 1810. 8vo. pp. 84. 

Ala.-Eddin, Tabrizensis, Commentarius de ludo Schatrangi. See 
Timuri Hist. Arab. p. 428, Lugd. Bat. 1636. 4to. 

Albers, H. C. — Unterricht im Schachspiel, mit zwei Arten 
Schach, zu vier Spielern ; so wie mit dem verbesserten Courier- 
spiele. Liineburg ; Herold und Wahlstab. 1821. 8vo. pp. 40. 
There exist several previous editions ; the present one is edited 
by D. Eveling. 

z 2 



340 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Allen, L ake, wrote four papers on Chess, assisted by Sir Frederick 
Madden, in New Monthly Magazine for 1822, vol. iv. pp. 316. 
320. 495. 502 ; vol. v. pp. 125. 130. 315. 320. 

Al-Damtrt. — Liber Arabicus de Shahiludio. See Hvde, bk. i. 
p. 182. 

Al-Razi. — Liber Arabicus Apologeticus, pro ludentibus Al-Slia- 
trangi. See Hyde, bk. i. p. 182. Hyde also quotes him as the 
author of a work in Arabic, called " De Arte Xerdiludii." 

Al-Suli. — Liber Arabicus de Shahiludio. See Hyde. 

Ahhedis Arabsiad^e Vit^e et Rerum Gestarum Timuri, qui 
vulgo Tamerlanas dicitur. 3 vols. 4 to. Leovardia, 1747- 

Allgaier. Johann. — Neue theoretiseh praktische Anweisung zura 
Schach-spiel, Wien, RStzl, 1795, and 1802; reprinted^ 1811 
and 1823. 8vo. Another edition, Vienna, Haas, 1825. 8vo. One 
edition bears imprint "Wien und Prag, bey C. Haas," 1823, 
8vo. pp. 189, and folding plates. There are several recent 
editions of Allgaier. The last editions are edited by M. C. de 
Santo Vito. Wien, Verlag der Carl Haas'chen Buchhandlung, 
1834. 8vo. pp. 222. 1841, &c. 

Allgaier, Johann. — Supplement to Allgaier's Treatise, containing 
games actuallv played. By C. de Santo Vito. Vienna, Haas, 
1843. 8vo. pp'. 50. 

Amant, Pierre Charles Fournie de Saint. See Palamede. 

Amateurs. — Traite the'orique et pratique du jeu des Echecs, par 
mie Soeiete' d' Amateurs. Paris, Stoupe, 1775, and 1780. 12ino. 
pp. 412. Translated into German, as follows : — 

Theoretisch-praktischer Unterricht im Schachspiele von einer 
Gesellschaft von Liebhabern aus dem Franzbsischen iibei'sezt ; 
und mit den hundert Spielen des Phillipp Stamma vermehrt. 
Berlin, Nicolai, 1780. 8vo. pp. 430. 

Anastasia und das Schachsfiel. — Briefe aus Italien vom Ver- 
fasser der Ardinsdiello. Frankfurt, Varrentrapp, 1803. Boselli, 
1815, 1820, 1830. 8vo. 2 vol. A Translation of Del Rio. 
Author's name Heinse. 

Anastasta en het Schaakspel brieven int Italien van den Schrij ver 
van Ardinghello. Door I. T. Boogard. (2 vol.) Te Alk- 
maai*, ter Drukkerij von L. Harencarspel, 1819. 8vo. pp. 181 
and 214. 

Andra, H. F. Das Schacb spiel mit historischen Bemei-kungen er- 
lautert, und zura Gebrauch sowohl fur Anfanger als geiibtere 
Freunde desselben praktisch ausgearbeitet. Halle, Hendels, 
1796. 8vo. pp. 62. 

Anderssen. — Aufgaben fur Schachspieler (Sixty original pro- 
blems). Breslau. Kern, 1842. 12mo. pp. 64. Ti^anslated into 
English. See Kuiper. 

Alberti, I. I. — Leichtfachlicher praktischer Unterricht zur 
Erlernuug des Schachspiels, &c. Leipzig ; Gottfr. Basse. 1829. 
8vo. pp. 81, and 1832. reprint. 

Azevedo. — Jeu des Echecs, ou parties du Calabrois et de Stam- 



CATALOGUE OF BOOKS, &C. ON CHESS. 



341 



ma, arrange'es avec une notation facile ; par Moyse Azevedo. 
Bourdeaux, 1833. 12mo. 

Anweisung zum Schachspiel, nebst Critick desselben und Ideen 
zu einem neuen Schachspiel, welches von Maschinen nicht 
nachgeahmt werden kann. Von F. v. R., mit 1 Kupfer und 2 
Holzschnitten. Miinchen, 1820. 8vo. pp. 148. Again, Miinchen, 
1827 ; author's name J. Von Ranson. 

Anweisung, Deutliche, vora Schachspiel, daraus man selbst alle 
Vortheile und Handgriffe ohne Anf iihrung erlernen, mit sich 
selbst spielen, 1740. 8vo. 

Alexandre, A, — Encyclopedic des Echecs, ou Resume comparatif 
en tableaux synoptiques des meilleurs ouvrages ecrits sur ce 
jeu par les auteurs Francais et etrangers, tant anciens que 
modernes, &c. Paris : D'Urturbie, Worms et Co., also Cau- 
sette, &c. 1837- Folio, 53 large charts ; including the works of 
forty different Chess authors. 

Alexandre, A. — Collection of upwards of two thousand Chess 
problems, selected from the chief authors, past and present. 
Pai-is and London, Barthes and Lowell. 1846. large 8vo. Each 
problem is displayed on a diagram. 

Asiatic Researches, London. — Acta Eruditorum, Leipzig, and 
many similar Reports of Transactions of learned Societies, 
contain articles on Chess ; as well as Magazines, Encyclopaedias, 
Newspapers, and the like, too numerous to quote here. Burton's 

/History of Leicestershire introduces an article on Chess. 
Automaton Chess-Player (Kempelen's). — Etwas iiber den 
Kempelischen Schachspieler, eine Gruppe philosophischer 
Grillen. Frankfurt, 1783. 8vo. By Ostertag. 

■ Windisch, Von K. G. — Briefe iiber den Schachspieler des 

Herrn von Kempelen, nebst 3 Kupferstichen, die diese 
beruhmte Maschine vorstellen. Herausgegeben von Chris- 
tian von Mechel. Basle, 1783. 8vo. 

■ Windisch, — Lettres de Moiis. Chai'les Gotlieb de, sur le 

Joueur d'Echecs de M. Kempelen, traduction libre de l'Alle- 
mand, par Chretien de Mechel. A Basle ; chez l'editeur, 
1783. 8vo. pp. 56. With three very fine folding plates. 

• Hypothetische Erklarung des beriihmten mechanischen 

Schachspielers des Herrn von Kempelen, von I. L. Bokmann, 
in Posselt's Wissenschaftlichern Magazin, fiir Aufklarung, 1 
heft. Kehl, 1785. 

■ K. F. Hindenburg ub. d. Schachspieler d. Hrn. v. Kempe- 
len. Leipzig, Muller, 1784. 8vo. 

An account of inanimate reason. Lond. 1 784. 8vo. 

The Speaking Figure, and the Automaton Chess-player, ex- 
posed and detected. London : Stockdale, 1784. 8vo. pp. 20. 
Written by Philip Thicknesse. 

1. Jac. Ebert, Nachr. v. d.ber. Schachsp. u. d. Sprachmasch. 

d. Hrn. v. Kempelen. Leipzig, Muller, 1785. 8vo. 

Jos. F= Frhr. v. Racknitz Ub. d. Schachspieler d. Hrn. v. 



342 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Kempelen u. dessen Nachbild. Leipzig and Dresden, Breit- 
kopf, 1789. 8vo. 

Automaton. — Lettres sur un Automate qui joue aux Echecs. 

Presburg et Vienne, 1770. 8vo. 
Observations sur 1' Automate, Joueur des Echecs, qu'on 

montre actuellement a Londres. See vol. v. of " La Biblio- 

theque Universelle, a Geneve, 1809." 
Observations on the Automaton Chess-player, now exhibited 

in London, at Spring Gardens. By an Oxford Graduate. 

London : Hatchard, 1819. 8vo. pp. 32. 
Taruffi, Gius. Ant. — Letterasopra il famoso Automato Giu- 

cator di Scacchidi Kempelen, e Elogio Ab. G. A. Taruffi, per 

Sig. Car. Gio. Gherardo. De Rossi, Roma. Ant. Fulgoni, 

1786, p. 27. 

■ Selection of fifty games, from those played by the Automaton 

Chess-player, during its exhibition in London, in 1820 : London : 
A. Maxwell, Bell Yard, 1820. 12mo. pp. 76. The editor was 
Mr. W. Hunneman, and the games were played on the part of 
the Automaton by Mouret. They are all reprinted in my Chess 
Studies. 

Robert Wit.lis. — An attempt to analyse the Automaton 

Chess-player of Mr. De Kempelen, with an easy method of imita- 
ting the movements of that celebrated figure. London : Booth, 
1821 . 8vo. pp. 40 ; with an appendix on the move of the Knight. 
The Automaton was directed by a person concealed within the 
figure, as I have shown in Fraser's Magazine. For further 
information respecting the Automaton, see Leipziger Magazin, 
1784. Lichtenberg's Magazin, 3 band. 2 st. &c. Literatur 
und Biicherkunde III. p. 170. Hessische Beitrage, 3. W. p. 
475. Acta Lipsiorum, Eckartshausen's AufschlUsse zur Magie. 
3 Thl. Munchen, 1791, p. 363. "Halle's Magie, 3 Thl. Berlin, 
1785 and 1790. Jacobson's Technologisches Worterbuch, 
Berlin, 1794. Repository of Arts, &c. Loud. 1819. The 
Palamede, vol. i. and numerous other publications. 

Letters of Mr. Charles Gottlieb de Windisch, on the Auto- 
maton Chess-player of Mr. de Kempelen, &c. Translated by 
M. S. N. from the German of Chretien de Mechel. London : 
Brown, 1819. 8vo. pp. 35. 

Averanii, Jos. — Dissertatio de Calculorum seu latrunculorum 
ludo, v. in Miscellanea di varie Operette, torn. 8. 461. 

Archiv der Spiel, Berlin, bei Ludwig Wilhelm Wittich, 1819. 
12mo. 3 vol. 

(B.) 

Balde, Jac. — De Ludo Palamedis, mit der Scachia des Vida. 

Rudolst, Frovel, 1820. 8vo. 
Balmford, Jac. — On various games, including Chess. London, 

1623. 8vo. 

Barbeyrac, Jean. — Traite du Jeu, Amst. 1709. 8vo. 3 vol. and 



CATALOGUE OF BOOKS, &C. ON CHESS. 



343 



Amst. Pierre Humbert, 1737. 12mo. 2 vol. See Book iii. 
J vol. 2. Republished in Germany, at Bremen, in 1740. 8vo. 
« Barbier, Joseph. — The famovs game of Chesse-playe ; being a 
princely exercise ; wherein the learner may profit more by 
reading of this small book, than by playing of a thousand 
mates. Now augmented of many materiall things, formerly 
wanting, and beautified with a threefold method, viz. of the 
Chesse-men, of the Chesse-playe, and of the Chesse-laws. 
Printed at London for John Jackson, dwelling without Temple 
Barre, 1640. 8vo. 54 leaves. Also, Lond. 1672. 8vo. pp. 108. 
Barbier is merely a reprint of Saul's Chesse-playe. 
Barrington, The Hon. Daines. — Historical notices of the game, 
printed in vol. ix. of Archseologia, pp. 16 — 38 ; including a 
letter on the subject from Count Bruhl. 
Beale, Francis. — The royall game of Chesse-playe, sometimes 
the recreation of the late king, with many of the nobility, illus- 
trated with almost an hundred Gambetts, being the study of 
Biochimo, the famous Italian. London, Henry Herringman, 
1656. 8vo. pp. 122. Beale's work is, in fact, the translation 
and first edition of Greco, who is erroneously styled " Biochimo," 
instead of " Gioachino." 
Bell's Life in London. — This popular newspaper gives a long 
weekly article on Chess, including games and problems by the 
first players of the day. The introduction of Chess in Bell's 
Life, called into existence Le Palamede and the Philidorian ; 
since followed by The Chess Players' Chronicle, and several 
newspapers. The Chess article in Bell's Life, from its com- 
mencement in 1834, up to the present time, has been always 
furnished by the same writer. 
Bendix. — Recueil de 60 parties d'Echecs, avec des observations, 

&c Petersburgh : Pluchart, 1824. 
Bertin, Captain Joseph. — The noble game of Chess, containing 
rules and instructions, for the use of those who have already a 
little knowledge of this game. London, printed by H. Wood- 
fall, for the author, and sold only at Slaughter's Coffee House, 
1735. Small 8vo. pp. 78. 
Besoldus, Chr.— Thesaur. Pract. See " Bretspeil," p. 128 ; 
« Spielen," p. 895 ; and " Schachspiel," p. 861. Edit. Norim- 
berg, 1679. Folio. 
Beyer, Aug. — Memorise Historico-Criticse Librorum Rariomm. 
Dresdse et Lipsice, apud Fridericum Hekel, 1734. 8vo. pp.300. 
See page 77 to 93, article " Scriptores de Ludis." 
Bilguer, P. R. Von. — Das Zweispringerspiel. Berlin, Veit and 

Co., 1839. 8vo. pp. 80, and many folding sheets. 
Bilguer, Paul Rudolph Von. — Drei gleichzeitig gespielte Schach- 
partien. Berlin, Veit, 1840. A sheet, giving three games 
actually played by Bilguer, simultaneously ; one in the ordi- 
nary manner, the two others without board or men. 
Bilguer, Paul Rudolfh Von. — Handbuch des Schachspiels en- 



344 



CATALOGUE OF BOOKS, &C. ON CHESS. 



twurfen und angefangen von P. R. von Bilguer ; fortgesezt und 
herausgegeben von seinem Freunde, Von Der Lasa. Berlin, 
Veit, 1843. 8vo. two books in one vol. pp. 376 and 124. Bil- 
guer died little more tban 20 years of age, an irreparable loss 
to the cause of Chess. This work was the joint production of 
Bilguer and Von Der Lasa ; published by the latter after 
Bilguer's death. The name in full is Von Heydebrand und 
Der Lasa. The games really played in this volume were 
reprinted in my Chess Studies. 

Billig, Ed. Der Rosselsprung, 1831. 24mo. pp. 64. 

Bingham, J. S. — The incomparable game of Chess, translated 
from the Italian of Dr. Ercole del Rio. Lond. Stockdale, 
1820. 8vo. pp. 340. This work is a translation of the 3rd 
edition of Ponziani, and it appears difficult to imagine how 
the English author could have fallen into the error of ascribing 
the book to Del Rio, when, at the head of the 3rd critical 
situation in the original, we find, " By the author of this 
volume, A. D. C. P." which letters mean " Avvocato 
Domenico Canonico Ponziani." Besides, had the translator 
ever seen the second (and best) edition, he would have found 
it there expressly stated, that the work was written by Ponzi- 
ani. The name of " Bingham" is supposed to be fictitious, 
and the student is compensated for the omission of less than 
thirty of the famous " Semi-centuria di partiti," by the paper 
on Chess of Mr. Irwin's, here reprinted from the Transactions 
of the Irish Academy. 

Bledow, L. — Zwei und funfzig Correspondenz-Partieen (includ- 
ing games played by correspondence between Berlin and Posen 
Clubs, with full variations). Berlin, Veit, 1843. 8vo. pp. 100. 

Bolton, Rev. Horatio, author of many fine problems. — See 
Lewis on Chess, &c. 

Bone, William, author of a number of fine problems ; see 
Palamede, Bell's Life, Chess Player's Chronicle, the present 
volume, &c. 

Brede, J. — Almanach fur Freunde vom Schachspiel. Altona, 
Hammerich, 1844, square, pocket size, 112 original problems 
on diagrams, with solutions, and 24 plans for moving Knight 
over the board. 

Brown, Robert A. (of Leeds.) — Chess Problems ; a collection of 
curious positions, forming one hundred ends of games. Lon- 
don, Gilbert, 1844. ]2mo. pp. 140. 

Brunetti, Francesco Saverio. — Giuochi delle Minchiate, Scac- 
chi, et altri d'ingegno. Roma, Bernabo, ] 747- 8vo. 

Bryan, Thos. J. — Historique de la Lutte entre l'Editeur du Pala- 
mede, et l'Editeur du Chess Players' Chronicle. Paris, Tresse, 
1845. 8vo. pp. 32. An ill-judged attack upon St. Amant ; well 
replied to by the latter in Le Palamede. 

Buke of ye Chesse (The). — Taken from an an cient MS., written 
about the beginning of the 16th century. Privately printed at 



CATALOGUE OF BOOKS, &C. ON CHESS. 



345 



the Auchinleck Press by Sir Alexander Boswell, 1818. 4to. 42 
leaves. Scottish black letter. Mr. Lowndes says, there were 
but forty copies printed. 
B urc h el ati, Bartolomeo, Duello delli Scacchi, tratto da un' ode 
del Tuccio, 1548, and 1632. 

(C.) 

Ciccolini, Cav. Giuseppe. — Tentativo di un nuovo giuoco di 

Scacchi. In Roma, presso Francesco Bourlie, 1820. 16mo. 

2 vol. in one, pp. 220. This work relates to a new Chess, 

played on a board of one hundred squares. 
Ciccolini, Cav. Giuseppe. — II Nuovo Tesoro degli Scacchi, o sia 

Raccolta di partiti di varj autori ; compilata, ed aumentata. 

Roma, presso Francesco Bourlie, 1827. 8vo. 2 vol. pp. 244 

and 350. 

Ciccolini, Del Cavallo degli Scacchi, per opera di Teodoro 
Ciccolini, Marchese di Guardiagrele. Paris, Bachelier, 1836. 
4to. pp. 70, followed by upwards of twenty large plates. This 
volume exclusively treats on the march of the Knight ; not 
only on the common board, but on the larger field of one hun- 
dred squares, as well as the circular board of sixty-four. 

Caissa Rediviva ; or, The Muzio Gambit, an heroi-comical 
Poem. By an amateur of Chess. London, Low, 1836. 18mo. 
The author was the late Rev. A. C. L. D'Arblay. The subject 
of his lyre is a game of Chess between La Bourdonnais and 
M'Donnell. Caissa Rediviva was reprinted in the Philidorian. 

Calvi, Ignace. — Treatise on the Openings of Chess ; printed in 
the last volumes of the Palamede. It is understood to be 
Signor Calvi's intention to republish this valuable work in a 
separate form. 

Correspondence, Copy of the, between the French and English 
committees, relative to a proposed match at Chess, between 
M. Deschapelles and any player in England. London, A. H. 
Baily and Co., Cornhill, "l 836. 8vo. pp. 16. 

Cazenove, John. — A selection of curious and entertaining games 
at Chess, that have been actually played. London, W. Mar- 
chant, 1817. l6mo. 87 leaves. All reprinted in my Chess 
Studies. 

Cozio. — II Giuoco degli Scacchi, osia nuova idea d'attachi, difese, 
e partiti del Giuoco degli Scacchi. Opera divisa in quattro 
libri, composta dal Conte Carlo Cozio. Coll' aggiunta in fine 
d'altre difese scritte dal medesimo Autore dopo la composizione 
del libro. In Torino, 1766. Nella Stamperia Reale. 8vo. 
2 vol. pp. 357 and 382. 

Ceron, Alphonsus, of Grenada. — Del juego del Axedrez, sive 
de latrunculorum ludo, quem exactissime comprehendat. Vid. 
D. Nicholas Antonii Bibl. Hisp. T. 1. p. 13. 

Carrera, Don Pietro. — II Gioco degli Scacchi, diviso in otto 
libri, ne quali s'ingegnano i precetti, le vscite, ed i tratti posticci 



346* 



CATALOGUE OF BOOKS, &C. ON CHESS. 



del Gioco, e si discorre della vera origine di esso. Con due 
discorsi, l'uno del Padre D. Gio Battista Cherubino, l'altro del 
Dottor Mario Tortelli. Opera non meno vtile a professori del 
gioco, che diletteuole a gli studiosi per la varieta della erudi- 
tione cavata dalle tenebre dell' antichita. In Militello, per 
Giouanni de' Rossi da Trento, 1617- 4to. pp. 600. Under the 
name of Valentino Vespai, this writer published his " Risposta 
in difesa di Pietro Carrera," in answer to Salvio's " Apologia." 
Catania, Gio. Rossi, 1635. 4to. 

Carrera. — A Treatise on the Game of Chess, translated by 
W. Lewis. London, J. M. Richardson, 1822. 8vo. pp. 308. 
It is matter of regret, Mr. Lewis saw fit to omit several in- 
teresting chapters of the original. 

Cerutti, Abbe Giacinto. — Author of a poem on Chess, in the 
French language, prefixed to the Stratagemes des Echecs ; 
and in torn. iii. Montmaruhe's Diet. 

Champblanc, F. D. — Das Kriegsspiel oder Schachspiel im Gros- 
sen. Wien, Muller, 1824. 8vo. 

Chess. — An easy introduction to the Game of Chess. Lond. 
Ogilvie, 1806. 2 vol. 12mo., reprinted several times, Baldwin. 
1 vol. 12mo. 

Chess-Player's Chronicle. — A monthly Chess Magazine. Lon- 
don : Hastings. 8vo. Each number containing 32 pages. The 
Chess-Players' Chronicle was begun in 1840 ; its sole editor and 
proprietor having been always Mr. Staunton. 

Cochanovius, Joach. — De ludo Schaccico, carmine Polono, pp. 18, 
carminum Jan. Kochanowskiego. Cracow, 1639. 4to. 

Cochrane, John. — Treatise on the Game of Chess. London, 
Allman, 1822. 8vo. pp. 376. 

Corso del Cavallo, La, per tutti gli Scacchi dello Scacchiere. 
Bologna, per Lelio dalla Volpe, 1766. 4to. 

Clerici, Dav. — Oratio de latrunculorum ludo ; v. in ejusd. Orat. 
Amsterdam, 1687- 8vo. pp.86. 

Cotton, C. — The complete Gamester, or instructions for playing 
at Chess, Cards, &c. London, 1690, 1764, &c. 12mo. 

Cootret. — Recherches historiques sur le jeu des Echecs. Paris, 
1817- 16mo. 

Covarrubias, Pedro de. — Remedio de J ugadores. Burgos : 

Alfonso Melzar, 1519. 4to. 
Covarrubia, Pedro de. — Rimedio de Giuocatori. From the 

Spanish, by S. Alfonso Ulloa. Venice: Valgrisi, 1561. 4to. 

Giuoco degli Scacchi. In Venezia, 1562. 4to. 
Cox, Capt. Hiram. — Essay on the Burma Game of Chess. See 

Asiatic Researches, vol. 7> P- 480. 
Caxton, William. — The game and playe of the Chesse, translated 

by William Caxton (upon the French translation of Jehan de 

Vignay). Westmonasterii, Guil. Caxton, 1474. Folio, pp. 144. 

Second edition, 1490. This is an English version of Cesolis, 

made by Caxton from the French translation of Jehan de 



CATALOGUE OF BOOKS, &C. ON CHESS. 



347 



Vignay, and generally presumed to have been the first book 
printed in England. The second edition has seventeen prints. 

Crailsheimer, G. — Neue praktische Anweisung zum Schachspiel. 
Bamberg, Dederich, 1829. 16 seiten. 8vo. 

Cronhelm, Fred. Wm., author of some pleasing poetical articles 
/ in Chess-Player's Chronicle. 
/ Cesolis, Jacobus de. — Cessulis, Cassalis, Casulis, de Funolis, 
Tessalis de Thessalonia, Ordinis prsedicatorum. 

Cesolis is supposed to have been the earliest writer on Chess. 
The original title was " De Moribus Hominum, et Officiis 
Nobilium." Cesolis was a Dominican friar, and is presumed to 
have written this, before the year 1200. Verci says the origi- 
nal was written in either Latin or French, and that the Latin 
MS. is still preserved in the University of Padua. Marchand's 
account of Cessoles, quoted by Dibdin, is the most probable. 
Latin Editions of Cesolis. 

Liber de moribus hominum et officiis nobilium super ludo Scac- 
chorum. Ultrajecti, Nicol Ketelaer et Gerard de Leempt, 1473. 
Folio. 38 leaves. 

Reprinted, Mediolani, 1479. 4to. and 1497- Folio. Panzer gives 
also an edit. 1480. Another edition was subsequently pub- 
lished. Viennae, Job. Winterpurger, 1505. 4to. pp. 64. 

Tractatus de Scacchi, 1505. 4to. 32 leaves. The same, Venetise, 
Bindoni, 1534. 8vo. The same, 1508. 4to. 

German Editions of Cesolis. 

Printed in folio at Augsburg, 1477? under the title of " Schach- 
zabel," and again at Augsburg, 1483. A third edition was 
printed in folio at Strasburg, by Heinrich Knoolochzer, 1483. 
The following is the title: — "Dis buchliu weiset die auszlegung 
des Scachzabel spils (und menschlicher sitten) audi von den 
ampten der edeln." 

Getruckt und volendet von Heinrico Knoblochzern in der stat Strasz- 
burg, MCCCCLXXXITI. Massmann quotes several other 
German and Dutch editions. 

Dutch Editions of Cesolis. 

Cesolis, Jacopo de Heer. — Her beghint een suverlije boec van 
den tijverdrijf eddre heren ende vroueven als van den Sccec- 
spiel. Gonde by GhercertLeeuw, 1479. Folio, 67 leaves ; pi'inted 
in double columns. This work was reprinted at Delft in 1483. 
4to. A very early edition of Cesolis, in high Dutch, bears the 
imprint of Lubeck. (8vo.) I have seen an extremely early 
edition of Cesolis, in Flemish or Dutch verse ; printed without 
date or place, in black letter, with cuts. 8vo. 120 leaves. The 
frontispiece represents the Chess board, supported by two lions. 
The title is " Schackspele." 

French Editions of Cesolis. 
Lo jeu des Echez moralise et l'ordre de Chevalerie. Paris, 



348 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Anton. Verard. 1504. folio. In this edition Cesolis is called 
" Courcelles," and from this copy, which was first published, 
according to Warton and others, in 1460, Caxton made his 
translation. 

Le Jeu des Echecs moralise, trad, du Latin en Francois par 
Jehan de Vignay. — Paris, Michel le Noir, 1505. 4to. 

Jacob Courcelles. — Livre du jeu des Echets, traduit du Latin en 
Francois par Jean Ferron. See Echard, vol. i. p. 625. 

Italian Editions of Cesolis. 

Libro di Giuocho di Scacchi intitolato de costumi degli huomini 
et degli offitii de' nobili ; Volgarizzamento di F. Jacopone de 
Cessole dell' Ordine de Predicatori. Firenze per Antonio 
Miscomini, 1493 and 1494. 4to. 153 leaves. Reprinted at 
Venice in 8vo. by Alessandro Bindoni, and Maffeo Pasini, 
1534. 8vo. Again reprinted, Milan, Giul. Ferrario, 1829. 
8vo., many plates. . ^ 

For the English Editions of Cesolis, set Caxton. 

Chess, A Poem on. — Challenge from a Cavalier, who, one even- 
ing being vanquished by Anna, the Amazon, and declining a 
second combat, was by her posted for a coward ; together with 
Anna's answer, and the Cavalier's reply to Anna. London : 
printed by James Bettenham, and sold by G. Hawkins, at the 
Middle Temple Gate, 1764. 4to. pp. 26. 

Chess-player, The Accomplished. — London: Causton, 1834. 
24mo. pp. 60. 

Clodii, Henrici Jonath. — Primae Linese Bibliothecse Lusorise, 
sive notitia Scriptorvm de Lvdis, prsecipve Domesticis ac Pri- 
vatis, ordine Alphabetico digesta. Lipsiee : apvd Joh. Christian. 
Langenhemivm, 1761. 8vo. pp. 166. Reprinted by Mr. Coch- 
rane, at the end of his Treatise. 

Colombo, Michele. — II Giuoco degli Scacchi, rendito facile a' 
principianti Trattatello, tradotto dall' Inglese con annotazioni 
ed aggiunte. Stampato a Parma di Giuseppe Paganino, 1821. 
8vo. pp. 130. A translation of a common English book, bear- 
ing the imprint of " Symonds." It is taken chiefly from 
Philidor. Second edition, as follows : — 

Colombo. — II Giuoco degli Scacchi ; Trattatello tradotto dall' In- 
glese ; giuntavi la Biblioteca Ragionata degli Scrittori del 
Giuoco stesso dell' Abate Francesco Cancellieri. Venezia : 
Giuseppe Orlandelli, Edit. 1824. 4to. pp. 174. Cancellieri 
was the author of the catalogue of Chess Books, &c. in the 
work of Rocco. 

Christie, James. — An inquiry into the ancient Greek Game, 
supposed to have been invented by Palamedes antecedent to 
the siege of Troy, with reasons for believing the same to have 
been known from remote antiquity in China. London : Bul- 
mer and Co., 1801. 4to. pp. 170. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



349 



Chess. — Rules for playing the game of Chess en quatre. London : 

Leuchai'd, Piccadilly. 8vo. pp. 16. 
Casar, Jul. — Spiel-Almanach, enth. d. neuste Anweis. zu e. 

grundl. u. leichten Erlei"n. d. Schach, &c. Berlin : Oehmigke, 

1797. 8 vo. Reprinted by G. W. v. Abejsstein. Berlin: Hayn, 

1812. 8vo. (See also Diiben.) 
Collini, Alexandre. — Solution du probleme du Cavalier au jeu 

des Echecs. Par Monsr. C. Manheim : Lbffler, 177^- 8 y o. 

pp. 62. 

Chess. — Extract, " Gentleman's Mag.," July 1807, printed as a 
pamphlet, together with the same in French, extracted from 
" L'Ambigu, par M. Peltier." London : Cox and Baylis, 
1809. 8vo. pp. 8. An account of some games played in Paris, 
at the residence of the Hon. F. H. Egerton, by two Committees ; 
the one headed by M. Carlier, the other by M. des Chapelles. 
From twenty to thirty games were played in this manner, which 
were taken down by M. Calma, and M. Montigny, the editor of 
" Les Stratagemes des Echecs," but I have never been able to 
find out what has become of the MSS. 

(DO 

Damian, Portughese, Libro da imparare giuocare a Scacchi, et 
de' bellissimi partiti, reuisti, e recorretti, con summa diligentia 
da molti famosissimi Giuocatori emendati. In lingua SpagnUola, 
ed Italiani nouamente stampato. Romce, per Stephanum Guil- 
lereti, et Herculem Nani, 1512. 4to. Reprinted, Rome, 1518, 
by Johanne Philippo de Nani. Reprinted at Rome, by Antonio 
Bladi de Asula, 1523. 12mo. pp. 128, and again at Venice, by 
Steffano Zazzara, 1564. There is another edition dated 1594, 
and several more, both in the Gothic and Roman letter, without 
date or place. Two other editions of Damian were published ; 
Bologna, di Gio Boni, 1606, and Venice, by Pietro Fauri, 1618, 
by D. Ant. Porto, who modestly prefixes his own name as the 
author. In this he only follows the example of Damian him- 
self ; the whole of whose work is taken from Lucena. 

Delille, Jac. Georgiques Francoises, Chant 1, &c. 

Denham, Sir John. — Poem of twenty-four lines on Chess. 

Divertissemens Innocens, contenant les regies du jeu des 
Echecs, &c. A la Haye, Moetjens, 1696. 12mo. Republished 
under the title of Nouvelle Academie des Jeux, Leide ap. 
Petr. Vander Aa. 1718. 2 vol. 12mo.— 1721, 2 vol. Paris ; 
Theod. le Gras, 1739. 2 vol. 8vo. &c. Amsterdam, 1728, and 
1752. 3 vol. 8vo. plates, and subsequent editions. 

Deppen, Otto Von. — Schach-Politik, oder Grundziige zu der 
Kunst seinen Gegner im Schach bald zu besiegen : nebst e. 
Anh. iib. d. Literatur. d. Gesch. u. Grundgesetze d. Schach- 
spiels. Leipzig, Wilhelm Lauffer, 1826. 8vo. pp. 78. 

Der Krieg zwischen der weissen und rothen Rose ; oder 



350 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Beschreibung eines neuen vereinfachten Schachspiels. Leip- 
zig, Immanuel Muller, 1832. 8vo. 

D'Orville, Augusts. — Problemes d'Echecs (two hundred and 
fifty original problems, with solutions). Nuremberg, Tummel, 
1842. Square pocket size, pp. 90. 

DieWesenheit des indischen Schachspiels. — Nuremberg, 1843. 
4to. pp. 24. 

Ducchi, Greg. — La Scacheide, overo il Givoco de gli Scacehi. 

Ridotto in poema eroico, sotto prosopopea di due potenti Re, 

e de gli eserciti loro. Compresa in VI canti. In Vicenza ; 

Appresso Perin e Giorgio Greco, compagni, 1586 and 1607. 4to. 

128 leaves. A great part of this is taken from Vida. The 

first edition has simply these words for the title : La Scha- 

cheide di Gregorio Dvcchi, Gentil' hvomo Bresciano. 
Dialogo Giuochi che nelle Vegghie Sanesi si usano. — Venetia; 

appresso Griffio. 1592. 8vo. 
Bollinger, Joh. — Ein hundert und zehn ganz neu zusammea 

gesezte Schach-Endspiele. Vienna ; Schaumberg. 1806. 8vo. 
Das Schachspiel in seiner eigentbiimlicben. Ein Fragment. 

Nurnberg, Schuster, 1836, 4to. pp. 96. 
Duben, C. G. F. v. — Der Talismann des Gliicks, oder der Selbst- 

lehrer fur alle Schach, Karten, &c. Berlin, Societ. Buchh. 

1816 and 1819. 8vo. 
Donaldson, James. — Treatise on Chess, forming the article under 

that head, in seventh edition of Encyclopaedia Britannica. 

Edinburgh, Black, 1832. 4to. pp. 12. 
Der allezeit fertige Brettspieler, &c. — Including the games 

of Chess, Draughts, &c. Wien, Haas, 1835. 8vo. pp. 144. 
Dubois, M. L. — Historical notice of Chess, chiefly pillaged from 

Freret, in torn, i, of " Magasin Encyclopedique." pp. 48, 62, 

1806. 

Douce, Francis, author of the paper on Chess, given in vol. xi. of 
Archaeologia, pp. 397 — 410. Mr. Douce wrote the greater 
part of Twiss on Chess. 

(E.) 

Echecs, Lettre touchant le jeu des, dans le recueil de pieces 
curieuses et nouvelles, tant en prose qu'en vers : — A la Haye, 
1694. 12mo. 

Essai sur le jeu des Echecs. — Hambourg, 1770. 12mo. This 

is from Stamina. 
Echecs, le jeu des, avec toutes les differentes manieres de jouer. 

A Paris, chez Theodore le Gras, 1757- 12mo. pp. 370. Almost 

entirely Greco. 

Eichenbaum (of Odessa). — Hebrew Poem on Chess, introducing a 

game played out. London, 1840. 8vo. 
Essai sur les Problemes de Situation. — Rouen ; Racine, 1782. 

8vo. pp. 74. Dedicated to the consideration of the moving the 



CATALOGUE OF BOOKS, &C. ON CHESS. 



351 



Kt. according to certain rules, over every square of the chess- 
board. Author, Denis Bailliere de Laisement. 

Echecs, Le jeu royal de l'Ombre et du Piquet, augmente du jeu 
des Eschecs. A. la Haye, 1700. 12mo. 

Elemens theoriques et pratiques du jeu des Echecs. — Paris ; 
Hocquart, 1810. 8vo. pp. 266. Translated into Spanish, as 
follows : — 

Compendio de los elementos teoricos y practicos del Juego del 
Azedrez, publicados en Paris el ano de 1810; traducidos y 
compendiados por 2). M. D. S. Barcelona: Imprenta de 
Tomas Gorchs Bajada de la Cdrcel, 1817- 8vo. pp. 87. 

Eschez, Sensuit jeux parties des, composes novellement pour 
recreer tous nobles cueurs. Nouvellement imprime a Venseigne 
St. Jehan Baptiste. 4to. 12 leaves, without date or place, but 
printed by Denis Jeannat, early in the 16th century. Dr. 
Hoeck fixes the date at 1539, but assigns no reason for so doing. 

Echecs, Les Stratagemes des. A Paris et Strasburg; chezAmand 
Konig. An X. (1802.) 16mo. 2 torn. pp. 93 and 122. The 
author was M. de Montigny. A German edition was printed 
at the same time, entitled : — Neuentdeckte Schachspielgeheim- 
nisse, &c. Strasburg and Paris ; same size, plates, arid pub- 
lisher ; and again in German, Linz, 1818. 16mo. 

Stratagems of Chess, from the French work, " Stratagemes 

des Echecs." London : Allman, 1817- 8vo. pp. 220. 

Kriegslisten des Schachspiels oder der kluge Schachspieler. 

Aus dem Englischen, mit 121 Holzschnitten. Leipsig : in der 
Baumgartnerschen Buchhandlung, 1820. 8vo. pp. 256. 

Echecs. — L'Art de Jouer et de Gagner au jeu des Echecs, rendu 
simple, facile, et mis a la portee de tout le monde, par Mons. B., 
habitue du Cafe de la Regence. (Signed P. L.) Paris: Terry, 
Jeune, Palais-Royal, 1828. 8vo. pp. 88. 

Encyclopedie Methodique.— Dictionnaire des Jeux. A Paris, 
Panckoucke, 1792. 4to. pp. 316, and numerous plates. Second 
Part, Paris, Agasse, An VII. 2 vol. 4to. pp. 212 and 170. 

Enderlein, Karl. — Anweisung zum Vierschachspiel. Berlin, 
Laue, 1826. 8vo. ; and again Berlin, Schroeder, 1837. 

Entwurf zur Bildung einer deutschen Schach-Akademie. 
— Niirnberg, Stein, 1833. 4to. 

Euler, Leonard. — Solution d'une question curieuse (Knight's 
journey over board), &c. See Hist. Royal Academy, Berlin, 
1759. pp. 310, 337. 

(F.) 

Freret, Ntc. — Dissertation stir l'origine du jeu des Echecs, 

torn, v., dans l'Hist. de l'Academie Roy ale des Inscrip. pp. 

250, 264. Amsterdam, t. Ill, pp.375. 1729. 4to. See also 

No. 814, of "The Craftsman." 
Filding, Adol. Julius Theodor. — Das Schachspiel, die neueste 

Art es griindlich zu erlernen. Berlin, Societ. Buch. 1812, 1814, 



352 



CATALOGUE OF BOOKS, &C. ON CHESS. 



and 1816. 8vo. New edition by C. G. F. von DUben. Berlin: 

C. G. F/ittner'sche Buchhandlung, 1820. 8vo. pp. 55 ; also in 

Polish, Breslau, Korn, 1819. 12mo. 
Firmas-Peries, M. Le Comte de. — Le jeu de Strategic, ou les 

Eehecs Militaires. Paris: Egron, 1815. 8vo. pp. 132. 
Flammhorst. — Grundzuge einer Variation iiber das Schachspiel 

im Geiste der Europaischen Kriegsfuhrung. Niirnberg, Stein, 

1833. 4to. pp. 80. 
Franklin, Bknjamin. — Morals of Chess. Also Dialogue on 

Chess, between Franklin and the Gout, published in Monthly 

Mag., Sept. 1804. 
Fielding, E mas. — Das Schach Verkehren im Brett und Tokkategli 

Spiel. Berlin, Oehmigke, 1798. 8vo. 
Fiinf und neunzig S'atxe gegen das Schachspiel. Von einemTheo- 

logen. Leipzig, Serig, 1827. 8vo. pp. 40. 

m 

Grazini, Cosmi. — Scacchi Ludus emendatus. Flor. 1604, apud 

Juntas. 4to. Vida's poem with alterations. 
Gould, Robert. — Ludus Scacchia, a Satire, with other Poems, 

by R. G. Lond, 1675. 8vo. pp. 62. 
Giuoco della Guerra, II, ossia il Giuoco degli Scacchi. Ge- 

nota, 1802. 8vo. 
Game of War, The ; or, Improved Game of Chess, translated 

from the German, and rectified by a Dutch Notary Publick. 

London, 1798. 8vo. pp. 16. 
Gervasius, Tilberiensis, in libro Scaccarii, s. de curia Scaccha- 

ria, 1, cap. 4. 

Games mostly played in England, France, Italy, and Germany, 

comprising Chess. London: 1787. 12mo. 
Gruget. — Le plaisant jev des Eschez, renouelle auec instruction 

pour facilement l'apprendre, et le bien iouer. Nagueres 

traduit d'ltalien en Francois, par feu Claude Gruget, Parisien. 

Paris: Vincent Settenas, 1560. 8vo. pp. 92 ; and London, 

1752. 12mo. 

Ghulam Kassim. — Analysis of the Muzio Gambit, and Match of 
Two Games at Chess, played between Madras and Hyderabad ; 
with remarks by Ghulam Kassim of Madras, and Mr. James 
Cochrane (not Mr. John Cochrane, the celebrated player). 
Madras, Courier Press, 1829. 4to. pp. 64. Includes also many 
variations of Giuoco Piano, Queen's Pawn two opening, and 
King's Gambit. 

Giacometti. — Nouveau jeu d'Echecs, invention du Citoyen Fran- 
cois Giacometti. A Genes, Jean Barthelemy Como, 1801 
(printed at the same time in Italian). Also Paris, 1803. 8vo. 
pp. 115. 

Gianutio, Horatio. — Libro nel quale si tratti della maniera di 
geuocar a Scachi ; con alcuni sottilissimi partiti. Turino : 
Antonio de' Bianchi, 1597. 4to. pp. 104. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



353 



Gran, Friedrich Von. — Abhancllung iiber die Natur und Grund- 

satze des Schachspiels. Wien, 1787. 8vo. 
Greco, Gioachino, Calabrese. — Trattato del nobilissimo e mili- 
tare esercito de' Scacchi, MS. 

Le jeu des Echecs, traduits de l'ltalien de Gioachino Greco, 

Calabrois. Paris: Nic Pepingue, 1669 and 1726. 12mo. and 
Paris, chez Denis Mouchet, 1714. 12mo. Paris, chez les 
, Libraires Associes, 1774. 12mo. pp. 244. 

v ' Le royale jeu des Echecs, par G. G. Calabrois, traduit de 

l'ltalien. Landres (Hollande), 1752. 8vo. 
^ Greco. — Chess made easy ; or the games of Gioachino Greco the 
Calabrian, with additional games and openings. London: 
Knapton, 1750. 24mo. 

v Essai sur le royal jeu des Echecs. Paris, 1615, 1635, 1674, 

1688, 1696, 1713,'l728, 1735, 1756, &c. Bruxe/les, 1698, 1713, 
and 1782. Liege, 1740, 1742. A la Haye, 1700, and 1743. 
Amsterdam, 1752, 1763, and 1791. For German and English 
translations, see Art. Hirschel, and Budden. 

^ Le jeu des Echecs, Amsterdam, 1792, in which Philidor's 

Treatise is partly incorporated. 12mo. pp. 215. 
Greco, Gioachino, on the game of Chess, translated from the 
French. By Wm. Lewis. London : Longman, 1819. 8vo. 
pp. 160. 

Guyot. — Nouvelles Recreations Physiques et Mathematiques. 
See Vol. III. third edition, Paris, Gueffier, 1786. 8vo. pp. 94 
to 105, including four Chess problems from Salvio. 

(H.) 

Hartley, Mrs. Colonel. — The Chaturanga, or Game of Chess ; 
a Poem from the Persian. London : Sherwood, 1841. 12mo. 
pp. 104. 

Hellwig, Joh. Christ. Ludw. — Versuch eines aufs Schachspiel 
gebaueten tacktischen Spiels, &c Leipzig, Crusius, 1780. 
8vo. pp. 200. A second part of this work was printed by 
Crusius, Leipzig, 1782. 8vo. pp. 192. 
Head, W. G. — The new game of Social Chess. London : Hous- 
ton, Fleet-street, 1834. Sm. 8vo. pp. 16. 
Heydebrand (Von), und Der Lasa. See Bilguer. 
Horny, Johann. — Anweisung das Schachspiel grundlich zu 
erlernen. Cassel : im Verlag der Luchhardt'schen Hof buch- 
handlung, 1828. 8vo. pp. 176. Last edition, 1839. 
Hoverbeck, C. E. B. Freyherrn Von. — Das preussische Na- 
tional-Schach. Breslau ; Friedrich Barth, 1806. 8vo. pp. 160. 
Hoyle, Edmond. — An essay towards making the game of Ciiess 
easily learned by those who know the moves only, without the 
assistance of a master. London : T. Osborne, 1761. 8vo. 
pp. 54. 

Herbelot, Bart. D'.— See Bibliotheque Orientale. Paris : 1697. 
Folio, pp. 383, pp. 797, &c 

a a 



354 



CATALOGUE OP BOOKS, &C. ON CHESS. 



Holcrot, R. tie Ludo Latrunculorum. Vid. Altamura, Biblioth. 
Dominic, pp. 123. Fabricii Bibl. med. Lat. lib. 8, pp. 799. 

Hoests. — See u Efterretninger om Marokos og Fes. Kiobenh, 
1799. 4to. pp. 105/' and also, " Nachrichten von Maroko und 
Fes. Kopenh. 1781. 4to. pp. 111." 

Hai-Pien, Chinese Dictionary, in which the game of Chess is 
introduced under the title of " The game of the Elephant." 

Harvey, Lord John. — Essay on Chess, published in the Crafts- 
man. No. 376. 

Heigh Petri, Qusestiones Juris Civilis ; et Sax. Witteb. 1601. 4to. 
pars post. Q,usest. X. 96, in which he treats of Chess. 

Hirschel, Moses, Ueber den Nuzen, Gebrauch und Missbrauch 
des Schachspiels. 2 band. Leipzig : Sommer. 1791. 8vo. 

■ , das Schach des Herrn Gioachino Greco, 

Calabrois, und die Schachspiel-Geheimnisse des Arabers 
Philipp Stamma. Breslau, 1784. 8vo. Reprinted, Leipzig : In 
der Commerschen Buchhandlung, 1795. 8vo. pp.221. 

HffiCK, Dr., author of the Catalogue of Chess-books appended to 
Reinganum's Treatise. 

Hoffmann, Joh. Jos. Ign. — Beitrage zum Schachspiel ; Mainz, 
Florian Kupferberg, 1833. 16mo. pp. 112. 

Vida, M. H., Lehrgedicht vom Schach- 
spiel, herausgegeben und metrisch ubersetzt, Mainz, Kupfex*bei*g, 
1826. 8vo. 

Hoyle.— II Giuoco degli Scacchi, con alcune regole, ed osserva- 
zioni, per ben giuocarlo, del Sig. Hoyle, Inglese. Fir. 1760, per 
Gio. Batt. Stecchi, e Ant. Gius Pagani, 12mo. 

Huttmann. — A series of Games and Problems on Slips, were 
published a few yeai's back by Mr. Huttmann, of London ; 
selected from the first sources. 

Hyde, Thomas, S. T. D. — De Ludis Orientalibus, libri duo, quorum 
prior est duabus partibus, viz. 1. Historia Shahiludii Latini ; 
deinde, 2. Historia Shahiludii Hib. Lat. per tres Judseos. Liber 
posterior continet Historiam Reliquum Ludorum Orientis. 
Oxonii, e Theatro Sheldoniano, 1694. 8vo. 2 vol. p. 560. Re- 
printed at Oxford, with the rest of Dr. Hyde's works, in two 
large 4tos. by Gregory Sharpe, 1767- 

(I.) 

Irwin, Eyles. — Essay on the origin of Chess, &c, in a letter to 
the Royal Irish Academy. Dated Canton, 1793. Published in 
Transactions of Royal Irish Academy, vol. v. Dublin, 1795. 4to. 

(J.) 

Jaenisch, Major C. F. de, Analyse Nouvelle des Ouvertures du 
Jeu des Echecs. Vol. i. Paris, Brockhaus ; and Petersbourg, 
Graeff, 1842. 12mo. pp. 204. Vol. ii. Paris, Bellizard, Dufour, 
and Co. ; and Petersburg, Graff, 1843. 12mo. pp. 310. Jae- 
nisch has also contributed some original articles to Le Palamede. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



355 



Jaenisch, Charles F. de, Decouvertes sur le Cavalier aux Echecs' 
par C. F. J. St. Petersbourg, imprimerie de C. Wienhoebeo 
1837. 8vo. pp. 68. 

Jaucourt, Chevalier de, Author of the article on Chess published 
in the French Encyclopedia, 1750. 

Jones, Sir Wm., iu i763, at the age of 16, wrote Ca'fssa, a poem 
of 334 lines. The idea is taken from Vida, and from Marino, 
one of Vida's translators. See Marino's poem of " Adone," 
Canto 15. Sir Wm. Jones was also the author of an Essay on 
the Antiquity and Origin of Chess, published in Asiatic Re- 
searches. 

Joseph, Angelus a St. — Gazophyl. Ling. Pers. Amsterdam, 1684. 
See pp. 370 and 371. 

(K.) 

Kaffer, Victor. — Vollst'andige Anweisung zum Schachspiele. 

Damian, Gratz, 1842. 8vo. pp. 650. A vast compilation. 
Karl Brandan Mollweide in Klugel. — Mathematisches Wor- 

terbuch. Bd. iv. 458—467- On Knight's-leap Problem. 
Kennedy, Capt. — President of Brighton Chess Club ; Author of 

some pleasing papers in Chess-Players' Chronicle. 
Kenny, W. S., Practical Chess Grammar. Lond. Allman. 1817, 

&c. 4to. pp. 57. Fifth edition, 1823, with ten plates. 

i d. Schachgrammatik. a. d. Engl. Leipzig, 1821. 8vo. 

■ Practical Chess Exercises. London ; Allman. 1818. 

sm. 8vo. pp. 240. 
Analysis of Chess. London ; Allman. 1819. sm. 8vo. 

pp. 264. A translation of Philidor. 
Kieseritzkij. — Fifty games played by the chief players in the 

Paris Club, 1845-6. (Now in press.) 
Kling. — Inventor of numerous skilful problems. See Bell's Life, 

Chess-Players' Chronicle, Le Palamede, &c. 
Kindermanns, Jos. K., Vollst'andige Anweisung der Schachspiels. 

Gratz ; Franz Ferstl. 1795, 1799, 1801, and 1819. 8vo. pp. 252. 
V Koch, Johann Friedrich Wilhelm.— Codex des Schachspiel- 

kunst, &c. Magdeburg, Wilhelm Heinrichshofen. 8vo. part I. 

1813. pp. 390. Part II. 1814. pp. 412. Part III. 1834. pp. 

200. This work was first published in 1801, and 1803, by Keil ; 

the elementary part is chiefly by Von Nieveld, author of " La 

Superiorite aux, Echecs mise a la portee, $c." The third and last 

part of Koch's treatise has been published since his death, edited 

by his son, Dr. C. F. Koch. 
Elementarbuch der Schachspielkunst. Mag- 
deburg, in der Creuzschen Buchhandlung, 1828. 12mo. pp. 192. 
Kriegspiel ; neues, oder verbessertes Schachspiel, &c. Prague, 

Widdtman, 1770. 8vo. pp. 77- Published at the same time in 

French, " Le Jeu de la Guerre, ou raffinement du jeu des 

Echecs, par M. M. &c." 
Krunig, J. G., Oekonomisch-technologische Encyclopadie. 138. 

Th. Berlin, 1824. 8vo. art. Schach. 221—366. 

a a 2 



356 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Kuiper, R. — One hundred and twenty Problems, containing the 
sixty celebrated positions of Anderssen, and sixty new problems 
by R. Kuiper. London : Starie, 166, Holborn, 1845. 12mo. 
pp. 62. Herr Kuiper also contributes numerous fine problems 
to Bell's Life, Chess-players' Chronicle, Le Palamede, &c. 

KuiNST, die, im Schachspiel ein Meister zu werden, &c. Bei 
A. D. PhiUdor. Strasburg, 1754, 1759, 177L 8vo. 

(L.) 

La Bourdonnais, Louis Charles Mahe de. — Nouveau Traite' du 
jeu des Echecs. Paris : Au Cafe" de la Regence. 8vo. Part i. 
pp. 167. Part ii. pp. 204. The second part of this work, con- 
taining positions, was published in 1833, but the first part, con- 
taining openings, &c. was not published till March, 1 834. Louis 
Charles de la Bourdonnais, the Philidorof the age, died in Lon- 
don, Dec. 13, 1840, aged only 43. He was interred on the 
Thursday following at Kensal Green Cemetery. In life, he was 
unrivalled as a Chess-player ; in death, he leaves no one worthy 
to fill his place. De la Bourdonnais instituted the Palamede, 
and enriched it with many original articles. 

Lallement, J. C. — Les trois nouveaux jeux de dames, egyptien, 
echecs, et a trois personnes. Metz. 2 torn. fig. ] 802. 8vo. 

Lambe, Rev. R. — The history of Chess, together with short and 
plain instructions. London, J. Wilkie, 1764 and 1765. 8vo. 
pp. 148. 

Lappe, T. — Mittheilungen fur Schachspieler, Vorschlag fur den 

Doppelschach unter 4 Spielern. Das Schachspiel mit 2, 3, 

u. 4 Spielern, Quedlinburg, Basse, 1829. 8vo. Vorschlag zu 

einem Doppelschach unter 4 und 6 Spielern. 

Letbnitii, Godofr. Guil. — Annotatio de quibusdam ludis, &c. 
vid. in Misc. Soc. Reg. Berol. t. 1. an. 1710. pp. 22, et in 
Leibnitii Epistol. a Kortholto editis, t. 2. pp. 278, et in Fillerii 
Monum. inedit. pp. 642. 

Les Maisons des jeux academiques ; ou, Recueil de tous les 
jeux divertissans. Paris; Loison, 1665. 12mo. Reprinted in 
1668, &c. 

Letter from a minister to his friend, concerning the game of 
Chess. A broadside ; printed in London in 1680. 

to the Craftsman on the game of Chess, &c. London : 

printed by E. Peele, at the Locke's Head, Amen Corner, 1733. 
8vo. pp. 30. 

Lettre addressee aux auteurs du Journal Encyclopedique, sur 
un probleme de l'Echiquier. Par le Chevalier W. Prague, 
1773. Journal Encyclopedique, 1773. vol. vi.on Knight's circuit. 

Lewis, William. — Oriental Chess. London : Richardson, 1817. 
2 vol. 24mo. pp. 150 and 141. Wholly taken from Trevang- 
adacharya, who was thus saved the trouble of sending over copies 
for sale in England. 

Lewis, Wm. — Treatise on the Game of Chess ; containing an 



CATALOGUE OF BOOKS, &C. ON CHESS. 



357 



Introduction to the game, and an analysis of the various 
openings of games ; to which are added twenty-five new Chess 
problems. (These problems are by Rev. H. Bolton, and are 
reprinted in Alexandre's collection.) London : Baily, 1844* 
8vo. pp. 532. Translated into French : — 
/ Lewis, Wm. — Traite" du Jeu des Echecs,par W. Lewis ; traduit de 
1' Anglais par H. Witcomb ; et arrange selon le systeme lex- 
icographique de M. Kieseritzkij. Paris : Cafe de la Regence. 
London : Barthes and Lowell, 1846. large 8vo. pp. 202. A 
complete translation ; verb, et lit. — presenting, for ten francs, a 
book published in England at eighteen shillings ! 

v Elements of the Game of Chess. London: Longman, 

1822. 12mo. pp. 240. Reprinted in America, Carvill, New 
York, 1827. 12mo. pp. 240. All taken from Von Nieveld. 

'/ Chess Problems ; being a selection of positions. 

London: Lowe, 1827- 12mo. pp. 164. 

/ ■ Games of the Match at Chess, played by the Lon- 
don and Edinburgh Clubs. London : Setchel, 1828. 8vo. pp. 
131. Two lively articles appeared relative to this match, in 
London Magazine of 1835. pp. 97—102, and 319, 320. 

■ Remarks on the Report of the Committee of the 

Edinburgh Chess-club. London : Setchel, 1829. 8vo. pp. 11. 

V A first series of progressive lessons on the game of 

Chess, &c. London : Fraser, 1831. 8vo. pp. 320. Second 
edition, 1842. London : Simpkin, small 8vo. pp. 224. 

y , A second series of lessons on the game of Chess, &c. 

London : Simpkin and Co., 1832. 8vo. pp. 424. 

r A selection of games at Chess, played at the West- 
minster Chess Club, between M. de la Bourdonnais and an 
English amateur of first-rate skill. London : Simpkin and 
Marshall, 1835. 8vo. pp. 132. Fifty of the games played by 
M'Donnell ; but to depreciate the Englishman, mostly selected 
from those won by De la Bourdonnais, to the great annoyance 
/ of M'Donnell. 

■ 50 Schachpartien in dem Westminster Schach-Klub 

zu London wahrend des Sommers 1834 gespielt, zwischen 
Herrn L. C. de la Bourdonnais und einem englischen Schach- 
spieler. Aus d. Engl, ubersetzt von L. Bledov : Berlin, Fincke, 
1835. 8vo. 

Chess for Beginners, &c. London : Chapman and 

/ Hall, 1835. 16mo. pp. 149, and several new editions. 

V ■ Chess Board Companion. London : Baily and Co., 

1838. 32mo. pp. 112. The previous work, Chess for Beginners, 
in an abridged form. Several times reprinted. 
V Lolli. — Osservazioni Teorico-pratiche sopra il Giuoco degli 
Scacchi ; ossia 11 Giuoco degli Scacchi esposto nel suo miglior 

/lume, da Giambatista Lolli, Modonese. In Bologna ; nella 
Stamperia di S. Tommas'o d'Aquino, 1763. Folio, pp. 632. 
Lopez, Ruy. — Libro de la invencion liberal y arte del juego del 
Axedrez, muy vtil y prouechosa : assi para los que de nueuo 



358 



CATALOGUE OF BOOKS, &C. ON CHESS. 



quisieren deprerider a jugarlo, como para los que lo saben jugar. 
Compuesta aora nueuamente por Ruylopez de Sigura, Cierigo, 
vezino dela villa Cafra. Dirigada al muy illustre Senor Don 
Garcia de Toledo, ayo y mayordomo mayor del Serenissimo 
Principe Don Carlos nuestro Senor. En Alccda, en casa de 
Andres de Anguelo, 1561. 4to. 150 leaves. 

Lopez, Ruy. — II givoco de gli Scacchi di Rui Lopez, Spagnuolo ; 
nuouaraente tradotto in lingua Italiana da Gio. Dom. Tarsia. 
Tn Venetia, Cornelio Arriuabene, 1584. 4to. pp. 214. 

Le jeu des Echecs, avec son invention, science, et 

practique, oii par un tres-docte et intelligible discours sont 
amplement descrits les moyens d'ordonner son jeu tant pour 
Poffensive que la de'fensive ; traduict d'Espagnol en Francois. 
Paris ; Micard, 1609. 4to. pp. 88. Reprinted at Paris, by 
Robinet, 1615. pp. 227 ', at Brussels, 1655 ; and at Paris, 
Raffia, 1674. 4to. 

Lucena. — Repeticion de amores, y Arte de Alxedrez con CL. 
juegos. 4to. Without place or date, but assumed to have been 
in the year 1495, and consequently the earliest practical work 
on the subject, with the single exception of Vicent. On the 
reverse of the title of this volume, is a Latin poem of nine dis- 
tichs, " In laudem operis de Franc. Q,uiros ;" this sonnet is 
followed by another of 18 distichs, on the recto of the second 
leaf, headed " Lucena in suo opere." On the reverse of the 
second leaf, the first part of the title is repeated : " Repeticion 
de amores compuesta por Lucena," &c. This division of the 
work only fills a couple of pages, and then we come to the 
Treatise on Chess, consisting of 87 leaves, beginning with the 
title "Arte," &c, and comprising 150 critical positions, illus- 
trated by 164 wood-cuts. Of these positions, Damian appears 
to have taken 120. 

Ludus (E. W.) Scacchico-mathematicus, ubi Scacchi tabulae ma- 
thematicse aptati, quasvis propositiones arithmeticas et geo- 
metricas resolvunt. Londini, 1654. 12mo. 

Ludus Latrunculorum, Stein-oder Schachspiel. Francof. 1647. 
12mo. For another edit, see Art. Wielius. 

Ludus Scacchi.*;, or Chesse Playe. A game both pleasant, 
wittie, and politicke, &c. Written by G. B. London : H. 
Jackson, 1597. 4to. pp. 48. Reprinted a few years back, verb, 
et lit. by Harding and Wright, St. John's Square, London. 

Ludus Studentium Friburgensium. — A quarto tract of 11 leaves 
only ; the following is the imprint : — " beatus Murner Argen- 
tinensis Francphudie imprimebat anno 1511." There are half 
a dozen cuts : one representing a board of 225 squares, relating 
to a certain variety of Chess ; another, a circular board, and 
various figures. 

(M.) 

Madden, Sir Frederic. — Historical remarks on the introduc- 
tion into Europe of the game of Chess, &c. London : Nichols, 



CATALOGUE OF BOOKS, &C. ON CHESS. 



359 



1832. 4to. pp. 91. A few copies printed for private distribu- 
tion ; but published in the Archseologia, vol. xxiv. 

Magazin Encyclopedique. — 1817, P- 217 — 219. On Knight's 
leap over all the board. 

Maniere, La, d'apprendre le jeu d'Echecs. Amsterdam, 1759. 
8vo. 

March eselli. — Translator of Vida's Poem on Chess into 
Spanish. 

Marinelli, Don Filippo H. — Invenzione del Giuoco degli 
Schacchi fra tre. In Napoli, per Felice Mosca, 1722. 12mo. 
The same work was published at Vienna and Ratisbon. 8vo. 
1765. 

Marinelli. — Triple Chess, invented by P. H. Marinelli. Lon- 
don : Valpy, 1826. 8vo. pp. 112. 

Massmann,Dr. H. F. — Geschichte des mittel'alterlichen Vorzugs- 
sweise des Deutschen Schachspiels. Quedlinbtirg und Leipzig, 
Gottfried Basse, 1839. 8vo. pp. 224, and folding plates. Valu- 
able bibliographical work. 

Match at Chess, Particulars of a, played in Cambridge, in 
March, 1831. Cambridge : Hatfield, 1831. 8vo. pp. 8. 

Games of the match played between the Lon- 
don and Edinburgh Chess Clubs ; with notes and back games, 
as reported by the Committee of the Edinburgh Club. Edin- 
burgh : Blackwood. London : Cadell. Royal 8vo. 1 829. pp. 
71. Also, Appendix to the Report of the Committee of the 
Edinburgh Club. Edinburgh. 1833. 8vo. pp. 6. 

Mauvillon, F. W. Von. — Anweisung zur Erlernung des Schach- 
spiels, mit besonderer Riicksicht auf diejenigen denen das Spiel 
durchaus unbekannt ist. von F. W. Von Mauvillon. Essen : 
Badeker, 1827- 8vo. pp. 382. Translated into Dutch :— Hand- 
leidung tot het leeren van het Schaakspel naar't hoogdrritsch 
Van Mauvillon, der J. de Quack. Rotterdam, Mensing and 
Westrenen, 1828. 2 vol. 8vo. 

■ Die wahrend der Jahre 1824 bis 1828 von 

den Londoner und Edinburger Schachklubbs gespielten funf 
Schachpartien, mit Varianten und Anmerkungen nach dem 
Englischen bearbeitet, &c. Essen : G. D. Badeker. 8vo. pp. 84. 

Belehrende Unterhaltung fiir junge ange- 

hende Schachspieler, bestehend in hundert ausgesuchten 
Stellungen, in welchen derjenige, welcher am Zuge ist, das 
Spiel gewinnen muss. Essen : G. D. Badeker. 5 vol. 1831, 
1832, 1833, 1834, and 1836. 16mo. pocket size. 

Meier, Dr. Carl. — Der Schachkampff in Paris, im November 
und December, 1843, zwischen Mr. Staunton und M. de St. 
Amant. Zurich, Meyer, 1844. royal 8vo. pp. 80. 

Mendheim, Julius. — Taschenbuch fiir Schachfreunde. Berlin : 
Alex. Mosar, 1814. 24mo. pp. 60. 

1 Aufgaben fiir Schachspieler, nebst Auflosungen 



360 



CATALOGUE OF BOOKS, &C. ON CHESS. 



als Fortsetzung des Taschenbuchs fur Schachfreunde. Berlin : 
Trautwein, 1832. 8vo. pp. 73. 
Mennelii, Jac, de Ludo latrunculorum seu scachorum ; in Bibl. 
Cesarea, Vindob. M. S. Auslegung des Scbachspiels von 
dem Anfange. Constanz, 1507- 4to. Reprinted at Oppenheim, 
1520. 4 to. 

Mnemonick des Schachspiels. — Wien, Carl Ueberreuter, 1842. 
2 vol. one hundred plates, square, pocket size ; illustrative 
of Chess-play without seeing the board. 

Mery. — Une Revanche de Waterloo, ou une partie d'Echecs ; 
poeme heroi-comique. Paris, au Club des Panoramas, No. 48, 
Rue Vivienne, 1836. 8vo. pp. 20. The theme of this jeu d'esprit 
is a game of Chess actually played between De la Bourdonnais 
and M'Donnell. 

■ In " Les Franfais peints par eux-memes," the Chess- 

player is done by Mery. 
■ Une Soiree d'Ermites ; poeme. Paris, Perrotin, 1838, 

pp. 16. The subject of this witty effusion is a game of Chess 

played blind told by De la Bourdonnais. 
Middleton, Thomas. — "The comedy of " A game at Chsess, as it 

was acted nine days together at the Globe on the bank's side. 

London, 1624 and 1628. 4to. 38 leaves. 
Mo*DO facile per intendere il vago e dilettevole givtoco degli 

Scacchi ; per un Anonimo Veneziano. Venez. per Domenico 

Lovisa, 1817- 8vo. 
Mohammed, Ibn Sheikh Clyrenensis. — Oratiuncula Arabica de 

laude et vituperio Shahulidii. Vid. Hyde, i. 35. 
Montano, Bernardino. — Three games of Chess on a large fold- 
ing sheet. Padova, 1618. 
Montfaucon, Bern. — Antiquite expliquee, et representee en 

figures. Paris, 1722 ; folio, t. iii. 334. 
Moralizatio Scaccharii. — See Shahiludio Poema. Oxford, 

1657. 8vo. The work of an English monk, named Innocent, 

falsely attributed to Pope Innocent. 
Morals of Chess, a Poem. See European Mag. April, 1788. 
Morosini, Ascanio. — II Giuoco degli Scacchi, tradotto in ottava 

rima. Nel Tomo V. della Raccolta di Poematti Italiani. Torino, 

1797. 12mo. 

Mosler, V., das Schachspiel, nach dem Italienischen des 
Autore Modenese dargestellt. Coblentz, bei H. J. Hb'lscher, 
1822. 8vo. pp. 108. A translation of Ponziani. 

Mouret, Jacques Francois. — Traite e'lementaire et complet du 
Jeu d'Echecs, &c. Paris, Lamotte, 1838. 12mo. pp. 246, and 
200 diagrams. 

(N.) 

Namen, iiber die, der Schachstein, s. Allegemeinen literarische 
Anzeiger, 1798. No. 103. pp. 545. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



361 



Netto, Dr. — Das Scliachspiel unter Zweien und dessen Geheim- 
nisse ; ferner das Courier-spiele, Rundschach des Tamerlan 
und das Krieges-spiel. Berlin : In der Pauli'schen Buch- 
handlung, 1827- 8vo. pp. 212. 

Netto, Dr. Rezension des Vorigen in No. 15 der Berl. Schnell- 
post. 

Neue Theorie der Schachspielkunst, &c. Von A. B. Konigsberg, 

Unzer, 1827. 8vo. 
Neves, Antonio das. — Arte do liberal jogo do Xadres, compilada 

de varios authores. Lisboa, 1647. 4to. 
V Nieveld, Zuilen Von. — La Superiority du jeu des Echecs, mise 

a la porte'e de tout le monde, et particulierement des Dames, 

&c. A Campen ; chez I. A. De Chalmont, 1792. 2 vol. 8vo. 

pp. 166. Translated into Dutch : 

Het Schaakspiel veel gemahlyker om te leeren of onderright 

op wat, &c. 2 vol. Campen, Chalmont, 1792. 8vo. 
Nouvelle Notation des parties et coups d'Echecs compris dans 

les Traites faits sur ce jeu ; par une Societe d' Amateurs et par 

Philidor, &c. Paris : Everat, 1823. 8vo. pp. 465. 
Notation pour les parties, ou les coups d'Echecs. Par 

P. P. E. E. (M. Poirson, pere), a Cominercy, 1836. 12mo. pp. 

32. 

(0.) 

Offenburg, J. — One hundred and twenty Chess problems from 
Stamma, &c. in Danish. Copenhagen : Bonniers, 1840. square, 
I pp. 162. 

^ Oettinger, Eduard Maria. — Bibliotheca Shahiludii. Catalogue 

of Chess books and writers. Leipzig, Wilhelm Engelmann, 

1844. 8vo. pp. 48. 
Olearius, Adam, in notis ad Schich Saadi Rosarium Persicum. 

1. 7, c. 13, pp. 84. Hamb. 1696. fol. 
Orell, Conrad Von. — Schachbiichlein. Aai'an, J. H. Sauerlan- 

der, 1840. 8vo. pp. 312. Numerous folding plates. 
Ozanam, Jacques. — Recreations mathematiques et physiques. 

Paris, 1696, 8vo. and various modern editions. On Knight's 

traversing board. 

(P.) 

Paciotta, Felix, de ludo Scacchorum. Vid. Hyde, L. i. 183. 

Palamedes Rediuiuus. — Unterricht von Stein oder Scliachspiel, 
&c. Leipzig: Joh. Gottfr. Ayck, 1679. 12mo. I am ac- 
quainted with four other editions of this book, viz. 1722, 1733, 
1749 and 1755. 

Palamedes redivivus, De tabula lusoria, alea, et variis ludis. 

Leyden: 1625. 8vo. 
Palamedis tabula lusoria (Cedrenus Histor. compend. Paris, 

1647, see p. 125.) 
Palamede, Le. — A monthly Chess Magazine, published in French 



362 



CATALOGUE OF BOOKS, &C. ON CHESS. 



at Paris. The Palaraede was begun by La Bourdonnais about 
1837 ; and has been continued since his death by its present 
editor and proprietor, M. de St. Araant. It contains original 
articles by the first players of the day; including Calvi, Jae- 
nisch, Von Der Lasa, D'Orville, Kling, Anderssen, Loquin, 
Doazan, Mery, Delannoy, Kieseritzkij, St. Araant, and others. 
London agents, Barthes and Co., Great Marlborough- street, 
where names of subscribers are received ; size, royal 8vo. ; 
each number 48 pages. The Palamede appears the 1st of the 
month, and is recognized as the European Chess organ of gene- 
ral intelligence and correspondence. It has given portraits of 
St. Amant, Calvi, Alexandre, Philidor, &c. 

Paridis de Puteo, Joh. — Tractatus aureus in materia ludi- 
Neapoli : Sixt. Russinger, 1485. Fol. Venetiis : Bapt. ed 
Cortis. 1489. Fol. Mediolani, 1493. Fol. Papue : Burgo. 
francho, 1511. Fol. 

Pearson. — Chess exemplified, &c, on a new method of notation. 
London : Longman, 1842. 24mo. Second part promised, but 
not yet published. 

Penn, Richard. — Maxims and Hints for Anglers and Chess- 
players. London : John Murray, 1833. 8vo. pp. 60. Second 
edition, 1840. 

Petroff, Alexander De. — Theory and Practice of Chess. (In 
the Russian Language.) Petersburg, 1824. 2 vol. 8vo. 

Peyrat, Dv. — La Philosophic Royale dv jev des Eschets, povr 
Monseignevr le Davfin. Par G. Dv. Peyrat. Paris : Met- 
tayer, 1608. 8vo. pp. 148. 

Philidor. — Bekwame handleidung tot het edile Schaakspel : — 
gevolge naar het Fransch van den Heere A. D. Philidor, door 
Petrus Lievens Kersternen. Amsterdam : Elwe, 1808. 8vo. 
pp. 248, and 1809, Amsterdam, Van Dyk. 

— — — , Andre Danican. — L' Analyse des Echecs, &c. A Lon- 
dres, Fan 1749. 8vo. pp. 170. The following are a few only 
of the different editions I have met with : — In French, Am- 
sterdam and Leipzig ; chez Arkstee et Markus, 1752. 8vo. 
London : 1767- 8vo. pp. 308. Reprinted in London, 1777, 
fine portrait, by Bartolozzi. Royal 8vo. pp. 310 ; and again, 
1790, Elmslv, Strand, London. 2 vol. royal 8vo. Leipzig, 1754. 
8vo. Parish 1762, &c. 8vo. Also in 1803, &c. 4to. Philadel- 
phia, 1821. 8vo. and Philadelphia in French, 1842. 12mo. 
pp. 150. Paris, 1835, pocket size, by Causette, &c. 

Philidor. — Prakt. Anweisung z. Schachspiele ; a. d. Franz, v. 
Schack. Hm. Ewald. Gotha, Ettinger, 1779 and 1797- 8vo. 
Strasburg, 1771? (3d edit.) &c. &c. For another German 
edition of Philidor, see the article " Rust." Several other 
editions of Philidor exist both in French and German. 

. De Kunst van Schaakspels, &c. Te Amsterdam bij H. 

Gartman, 1819. 8vo. pp. 248 ; with folding plates. 

Philosophical Magazine and Journal, April and June, 1840. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



363 



London : See papers on the Knight's Chess-board Tour, by 

Dr. Roget and George Walker. 
Piacenza, Doctor Francesco. — I Campeggiamenti degli Scacchi 

o sia nuova disciplina d'attachi, difesa, e partiti del giuoco 

degli Scacchi si nello stile antico che nel nuovo Arci-Scacchiere. 

In Torino : per Antonio Beltrandi, 1683. 4to. pp. 136. 
Pinnock. — Catechism of Chess ; in which are fully explained the 

rudiments of the game. London : Whittaker, 1846. 24mo. 

pp. 72. 

Pohlman, I. G. — Chess rendered familiar by tabular demonstra- 
tions, &c. London : Baldwin and Co. 1819. Royal 8vo. 
pp. 449. 

Poliphili Hypnerotomachia. — Venice, 1499. Folio. Chess is de- 
scribed as a Tournament. 
>•/ Ponziani Domenico. — II Giuoco incomparabile degli Scacchi 
sviluppato con nuovo metodo, per condurre chiunque colla 
maggiore facilita dai primi elementi ; sino alle finezze piu 
magistrali. Opera d'Autore Modenese, divisa in tre parti. 
Modena, per gli Eredi di Bartolomeo Soliani, 1769. 4to. pp. 
380. The second and best edition concludes thus : — Seconda 
Edizione purgata et arricchita di nuovi moltissimi Lumi e Sco- 
perte. Modena : per Bernardo Soliani, 1782. 4to. The third 
and fourth editions, published at Venice, by Simone Occhii, in 
1801, and "nella Stamperia Negri," 1812, were merely reprints 
of the first ; but the fifth edition is from the second, and I sub- 
join the title : — 

/ Ponziani. — II Giuoco incomparabile degli Scacchi, &c. Prima 
Edizione Romana, eseguita su quella di Modena del 1782. 
Roma : per Domenico Ercole, 1829. 4to. pp. 242. 

Pratt, Peter. — The Theory of Chess, &c. London : Bagster, 
1799. 8vo. pp. 107- 

Studies of Chess ; containing a systematic introduction 

to the game, and the analysis of Chess by M. A. D. Philidor, 
&c. London ; Samuel Bagster, 1825. 8vo. pp. 536. Origi- 
nally published in two volumes, 1802. 

Preusslers, I. P. C. — Auseinander-setzung der Schachspiel- 
geheimnisse des Arabers. P. Stamma. Berlin: Enslin, 1817 
and 1823. 8vo. 

Pruen, Rev. Thomas. — An introduction to the history and study 
of Chess, &c. To which is added Philidor's analysis of Chess. 
Cheltenham : H. Ruff, 1804. 8vo. pp. 314. 

(R.) 

Reinganum, Aaron. — Ben Oni, oder die Vertheidigungen gegen 
die Gambitzuge im Schache, nach bestimmten Arten classificirt. 
Frankfort : Hermann, 1825. 8vo. pp. 176. 

Remor, Padre Alonzo. — Entretinimientos y juegos honestos. 
Madrid, 1623. 12mo. 

Retzsch. — Die Schachspieler, Zeichnung von Moritz Retzsch, 



364 



CATALOGUE OF BOOKS, &C. ON CHESS. 



nach dessen Andeutungen erlautert von C. Borr, von Miltitz, 
Leipzig, in Commission bei Ernst Fleischer, ] 831 ; consisting 
of Retzsch's engraving, with explanation in German, French, 
and English. 

Ringhieri, Innocentio. — Cento Givochi liberali, et d' ingegno. 
In Bologna; per Anselmo Giaccarelli, 1551. 4to. 163 leaves. 

Rio, Ercole Del. — Osservazioni pratiche sopra il giuoco degli 
Scacchi dell' Anonimo Autor Modonese. In Modena ; Fran- 
cesco Torri, 1750. 4to. pp. 100. Ercole del Rio was long 
known as " The anonymous Modenese." His work was re- 
printed by Lorenzo Sonzogno, Milan, 1831. Pocket size, 
pp. 110. 

Rizzetti, Joh. — Ludorum Scientia. Venet. — Aloys. Pavinas, 
1725. 4to. 

Rocco. — Dissertazione del Ch. Signore, D. Benedetto Rocco, 
Napoletano, svl Givco degli Scacchi, ristampata da Francesco 
Cancellieri Romano. Con la Biblioteca Ragionata degli Scrit- 
tori su lo stesso givoco. Roma : Francesco Bovrlie, 1817. 
12mo. pp. 58. 

Roman. — Les Echecs, Poeme en quatre chants, &c. A Paris : 
chez Leopold Collin, 1807- 18mo. pp. 185. The historical re- 
search is by Auguste Couvret, and contains an account of the 
Automaton Chess-player, &c. 

Roue, F. A. K. — Die Deutsche Fecht-Kunst. Leipzig, 1817. 
8vo. 

Rowbothum, James. — The pleasaunt and wittie playe of the 
Cheasts renewed (reviewed), with instructions both to learne 
it easely, and to playe it well. Printed at London by Roulande 
Hall, for James Rowbothum, and are to be sold at hys shoppe 
vnder Bowe Churche in Cheapesyde. Black letter, 1562. 8vo. 
55 leaves. This book is a translation from Damiano, and was 
the first practical work ever printed on the subject in England. 
A second edition was printed by Thomas Marshe, London, 1569. 

Rust, J. F. — Das Schachspiel der Philidor, oder Sammlung in- 
teressanter Spiele desselben, &c. Leipzig, Gottfr. Basse, 1834. 
8vo. pp. 106. 

Anleitung zur griindlichen Erlernung der Schach- 

spiels. Magdeburg: Ferdinand Rubach, 1834. 8vo. pp.212. 
Ryssen, Leonardi. — De Ludo Alese. Ultraj. 1660. 12mo. 

(S.) 

Sagittarii, Pauli. Mart. — Programma de Lndo Scacchico. 

Altenburg, 1676. 4to. 
Salvio, Dr. Alessandro, of Naples. — Trattato dell' inventione et 

arte liberale del Gioco di Scacchi. In Napoli ; per Giam- 

batista Sottile 1604, 1612, 1618, and by Gio. Dom. Montanaro, 

1634. 4to. pp.64. 
— II Puttino, alti'amente detto al Cavaliero errante del 

Salvio j Discorsa sopra il gioco de' Scacchi, con la sua apologia 



CATALOGUE OF BOOKS, &C. ON CHESS. 



365 



contrail Carrera. In Napoli ; per Giamb. Sottile 1604, 1612, 
1618, and by Gio. Dom. Montanaro, 1634. 4to. pp. 72. There 
is another edition — Nap. ; by Laz. Scorriggio, 1634. 4to. 
v' Salvio. — La Scacchaide Tragedia. In Napoli ; per Lazaro Scor- 
rigio, 1612. 8vo. 

/ ■ . II Giuoco degli Scacchi del Dottor Alessandro Salvio, 

diviso in IV libri, ed in questa ristampata accresciuto di alcuni 
giuochi dello stesso Autore, &c. In Napoli ; nella stamperia 
di Felice Mosca, 1723. 4to. pp. 160. 

Sarasin, Jean Francois. — Les 03vvres de Monsievr Sarasin. 
A Paris, chez Avgvstin Covrbe, 1656. 4to. pp. 600. Contain- 
ing Opinions dv nom et dv jev des eschets, pp. 20. Sarasin's 
works were reprinted as follow : — Les Oevvres de Monsieur 
Sarasin. Imprime a Rouvn, et se vend a Paris, chez Augustin 
Covrbe, 1658. 12mo. pp. prose 359, poetry 380. Again re- 
printed 12mo. 1683, 1694, &c. 

Sardenheim, Ein Bild. des menschlichen Lebens, in dreyssig 
philosopbischen Skizzen. Dessau, 1784. 8vo. pp. 110. 

Sarratt, J. H. — The works of Damiano, Ruy Lopez, and Salvio, 
on the Game of Chess ; translated, &c. London : Boosey, 
1813. 8vo. pp. 382. 

■ . Treatise on Chess. London : Miller, 1808. 

2 vol. 8vo. pp. 271 and 350. Reprinted in one vol. with notes 
by Lewis. London : Longman, 1822. 8vo. pp. 351. 

V . The works of Gianutio and Gustavus Selenus on the Game 

of Chess, translated and arranged, &c. London : J. Ebers, 
1817. 2 vol. 8vo. pp. 233, and 240. 

. A new treatise on the Game of Chess, &c. London : 

Moore, 1821. 2 vol. 8vo. pp. 213, and 395. 

Saul, Arthur. — The famous Game of Chesse-play, truely disco- 
uered, and all doubts resolued. So that by reading this small 
Booke thou shalt profit more than by the playing a thousand 
Mates. London : Roger Jackson, 1614. 8vo. 30 leaves. 

Satze, 95, gegen das Schachspiel, von einem Theologen. Leip- 
zig : Serig. 1827. 8vo. 

Sause, Wilhelm, Das Vierschachspiel. Halle : Anton, 1841. 
12mo. 

Scacchia depicta ; or, a System of Characters for Chess ; by an 

Amateur. Part I. London : Masters, 1829. royal 8vo. pp. 9. 
Scacchorum, incipit libellus de ludo, Black letter, 4to. date about 

1480. See Xavier Laire, Mendez, &c. 
Schaakspel. — Handleidung ter oefening in het Schaakspel ; Ti 

Rotterdam, bij T. J. Wijnhoven Hendriksen, 1834. 24mo. 

pp. 18. 

. Algemeine Regels van het Schaakspel. Te Rot- 
terdam, bij A. May van Vollenhoven. 8vo. 1830. pp. 9. 

-1. > . Beknopte Handeidung tot her Schaakspel. Te's 

Gravenhage, bij A. Kloots, 1834. 12mo. pp. 92. 



366 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Schaakspel. — Regels van het. Te Amsterdam, bij I. S. van 
Esveldt — holtrop, 1811. 32mo. pp. 24. 

Schachspiel. — Eine Trias neuer Erfimlungen im Gebiete der 
Kriegskunst. Grundziige einer Variation Uber das Schach- 
spiel im Geiste Europ'aischer KriegsfUhrung. NUrnberg : 
Jobann Adam Stein, 1833. 4to. pp. 48, and 80. 

■ Neu entdeckte Scbachspiel, &c. Ling and Leipzig : 

Schmidt. Second edition, 1818. 2 vol. 18mo. pp. 80, and 122. 
The first edition was in one vol. 

Ein theoretisch-practisches Spielbuch aller bis jetzt 

bekannten alteren und neuesten und erlaubten Kartenunterhal- 
tungen, &c. Wien : Tendler, 1830. 8vo. pp. 348. 

Schachspiel, Das ; histor. erlautert, m. e. kurzen Anleit. verse- 
hen nebst Figuren v. Zinn. Halle : Ranger, 1812. 8vo. Author 
was C. A. Buhle. 

Schach : oder Konigsspiel, so eingerichtet, dass es tbiels eine 
Person, theils ein Paar Personen, ohne Lehrmeister spielen 
kann. 0. O. und J. 8vo. 

Schachspiel in Taschenformet. Wien, 1822. 24mo. 

Schachspiel, Das. — Ein Bild des menschlichen Lebens, in dreissig 
philosophischen Skizzen. Dessau, 1784. 8vo. 

See Morgenblatt fur gebildete Stande, 1813. No. 96, and 

Zeitung fur d. d. eleg. Welt, 1821. No. 33. 

Schaakspiel, Das — und andere Spiele. — Leipzig, 1713. 8vo. 
Merely a book like Hoyle's Games. 

, und dessen Erlernung aus Biichern. — See Analekten fiir 

Politik, Philosophic und Literatur. Leipzig, 1717- 8vo. 

, seine Gattungen und Abarten. — Von L. Treffan. Leipzig: 

Von Basse, 1840. 8vo. pp. 168. 

, und der Krieg. — See Neue Jugendzeitung von J. C. Dolz, 

1820. See p. 97- 

Ein Heldengedicht, 1753. 4to. 

Klein, oder selbstlehrender Unterricht. Elberf. Mannes, 

1811. 8vo. 

Schachspiels, Kriegslisten d. od. d. kluge Schachspieler ; 
prakt. Anleit. nach d. Werken d. besten Meister, &c. Leipzig ; 
Baumgartner, 1820. 8vo. 

Schachzeitcjng (Deutsche), redigirt von Herrmann Hirschbach. 
Leipzig, Brauns, 1846. 8vo. The first number of a new Chess 
Magazine, to come out in parts ; each No. 30 pages. From the 
sample before me, I beg to suggest to its proprietors that the 
price is too high, and that problems in a magazine are absolutely 
worthless unless displayed on diagrams. It appears to be 
chiefly compilement. 

Schachzeitung ; in monatlichen Heften herausgegeben von der 
Berliner Schachgesellschaft, redigirt von L. Bledow. While 
this sheet is in press, I receive the prospectus of this new Chess 
Review. It is to come out monthly ; published by Veit, Berlin : 



CATALOGUE OF BOOKS, &C. ON CHESS. 



367 



No. 1 to appear July, 1846. Edited by Dr. Bledow; it is pro- 
mised the support of Hanstein, Von Heydebrandund der Lasa, 
Von Jaenisch, Mayet, and other first-rate names. With such a 
body of writers, it is sure of success. Its price in London to 
be about ten shillings for the year. Each number will contain 
the biography of some Chess-celebrity, original articles of high 
character, games, and problems. 

Schmidt, Karl Freidrich. — Hundertund zwanzig Schach-R'ath- 
sel. Breslau : Edward Philipp, 1829. 8vo. pp. 36 ; and W. 
G. Korn, 1830, 8vo. 

Selenus, Gustavus. — Das Schach- oder Koenig-Spiel. In vier 
unterschiedene Biicher, mit besonderm Fleiss, grttnd- und or- 
dentlich abgefasset. Auch mit dienlichen Kupfer-stichen 
gezieret. Desgleichen vorhin nicht ausgegangen. Lipsiee, 
1616. large 4to. pp. 500. The author was Augustus, duke of 
Brunswick Luneburgh. 

Selenus contractus, Kurzer Unterricht von dem Schachspiel, &c. 
Ulm: Barthel, 1722. 12mo. 

Senfft von Pilfach, C, Das Belagerungs-Schach mit einer 
Anweisung zum Schach unter drei und vier Spielern. Ham- 
burg : Johann Gottlieb Herold, 1820. 8vo. pp. 20. 

, Festungskrug, ein amiisantes Schachspiel. Berlin : Mau- 

rers, 1820. 8vo. 

Senftlebius, Andreas. — De Alea Veterum, &c. Lipsise : apud 

Philippum Fuhrmann, 1667- 8vo. pp. 246. 
Serph, Ibn Mohammed. — Oratio Arabica de Laude et Vituperio 

Shahiludii pro et contra illud. In commentariis Sephadii. 
Severino, Marco Aurelio. — La Filosofia overo il Perche degli 

Scacchi, &c. In Napoli : Antonio Bulifon, 1690. 4to. pp. 120. 
del Giuoco degli Schacchi, dell' antica Pettia overo che 

Palamede non e stato 1' inventor degli Scacchi, &c. Naples : 

Bulifon, 1690. 4to. pp. 82. 
, M. A. — Modo facile per intendere il vago e dilettevole 

Giuoco degli Scacchi. Venetia : Valentin Mortali, 1674. 8vo. 

Reprinted at the end of Salvio (edit. 1 728). 
Seymour's Complete Gamester, containing instructions for playing 

Chess and other Games. Lond. 1734, 1765, &c. 12mo. 
Silberschmidt, Hirsch. — Die neu entdeckten Geheimnisse im 

Gebiete des Schachspiels, &c. Braunschweig : G. C. E. 

Meyer, 1826. 8vo. pp. 192. 
Lehrbuch des Schachspiels. Wolfenbuttel : Holle, 

1845. 8vo. pp. 300. 
Das Gambit, oder Angriff und Vertheidigung gegen 

Gambitziige, &c. Braunschweig ; Vogler, 1829. 8vo. pp. 222. 
Singer. — In the work on the origin of playing cards (London, 

1816. 4to.), mention is made of Chess, and there is a letter on 

Chess from Dr. Buchan. 
Slous, Fred. Lokes. — The game of Chess in verse. London ; 

Wallis, 1823. 12mo. pp. 12. 



368 CATALOGUE OP BOOKS, &C. ON CHESS. 

Smith, Horatio. — Festivals, Games, &c. London ; Colburn, 

1841. Post 8vo. pp. 382. 
Sokeikeri Damasceni Liber Arabicus de excellentia Shabiludii 

prse Nerdiludio. Vid. Hyde, t. ]. 182. 
Sottigliezze (le) degli Scacchi, Milano, 1831, per Paolo Emilio 

Giusti, 2 vol. One hundred and sixty old problems. 
Sperlin. — Essai sur le jeu des Echets, compose par M. De 

Spex-lin. Lausanne, 1695. 12mo. pp. 190. 
. Stamma, Philippe. — Essai sur le jeu des Ecbecs. Paris, - 

Paul Emery, 1737- 12mo. pp. 146. A la Haye, 1741. 

12 mo. &c. 

■ , Essai sur le jeu des Ecbecs, &c. A la Haye, 1741. 12mo. 

pp. 160. First printed, Paris, Molieres, in 1737- Reprinted, 

Amsterdam and Leipzig, Arkstee and Merkus, 1752. 
I , Nouvelle Maniere d'apprendre les Ecbecs, &c. Utrecht ; 

T. V. Scboonhoven, 1777- 12mo. pp. 160. 

, Schachspielgeheimnisse, &c. Von W. C. Wien, 1806. 8vo. 

. The game of Chess. London ; J. Brindley, 1745. 16mo., 

two parts, pp. 74, and 115. 
, on the game of Chess ; with notes by W. Lewis. London ; 

T. and J. Allman, 1819. sm. 8vo. pp. 350. 
/ — — . Proeven van het Schaakspel, &c. Amsterdam ; Gedrukt 

by de Erven de Weduwe Jacobus van Egmont, 1824. 24mo. 

pp. 140. 

. II Ginocatore solitario di Scacchi, o sia cento giuochi 

dell' Arabo Stamma, illustrati da Constantino Wunsch. Ber- 
gamo, dalla Stamperia Mazzoleni. 8vo. 1824. pp. 67. 

Stanley, H. S., writer of the weekly article on Chess in New 
York Spirit of the Times ; and author of publication now in 
press, to record tbe games played in a match last year at New 
. Orleans, between Mr. Stanley and M. Rousseau. 
, Staunton, Howard. — See Chess-Players' Chronicle. Mr. Staun- 
ton also supplies the weekly Chess article in The Illustrated 
News ; which, like the Pictorial Times, L'lllustration, Spirit of 
the Times, and several other newspapers, has latterly followed 
the example of Bell's Life in London, in the regular present- 
ment of a Chess " plat." 

Stein. — Manuel de l'Amateur, &c, edited by Milbons. Pain 
and Lisle, 1842. 8vo. pp. 200. 

Stein, Eli as. — Nouvel Essai sur le jeu des Echecs. A la Haye, 
1789. 8vo. pp. 254. 

Nieuwe proeve van handleiding tot het Schaak- 
spel. Naar het Frensch door D. Broedelet, Dz. Te purme- 
rende, bij Broedelt en Rijkenberg, 1834. 8vo. pp. 198. 

Strutt, Joseph. — Sports and Pastimes of the People of England. 
This book includes a short notice of Chess. New edition lately 
printed, edited by Mr. Hone. London : Tegg, 1833. 8vo. 
pp. 420. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



369 



(T.) 

Tafel. — Lieder fur die im Jahre, 1827, gestiftete Schach- 
Gesellschaft. Berlin, Brettschneider, 1832. 8vo. pp. 52. 
Twenty-four songs on Chess. 

Tarsia, Dom. — Dell' Invenzione degli Scacchi. 12mo. Bologna, 
1753. 

Taschen Schachspiel, Das, mit der Felderstafel und 32 Figuren. 
Pirna, Friese, 1832. 8vo. 

Tesche, Walter. — Theoretisch-praktische Anweisung zum 
Dreischachspiel. Wien, Pfautsch, 1843. 8vo. Large plates. 

The New Game of Chess for four persons, complete Rules for 
playing. London : Sherwin, 1837- Pocket size, pp. 12. 

The Match at Chess by Correspondence, recently played by the 
Chess Clubs of Paris and Westminster ; with Notes, &c. Lon- 
don : Sherwin, 1837. Pocket size. 

Theor. — Prakt. "Unterr. im Schachspiel v. e. Gesellsch. v. Lieb- 
habern ; a. d. Franz, m. d. 100 Spielen d. Ph. Stamma ver- 
mehrt. Berlin ; Nicolai, 1780. 8vo. 

Theorie des Rosselsprung durch Versuchte zu finden. Reich- 
sanzeiger, 1797 and 1798. 

Thiers, Jean Bapt. — Traite des Jeux et des divertissemens qui 
peuvent etre permis. Paris ; Dezallier, 1686. 2 torn. 12mo. 

Thon, Christian Friedrich Gottlieb. — Der Meister im Schach- 
spiel, und zwar im gewohnlichen Schach zu nur zwei, als auch 
zu vier Personen auf zweierlei Art, &c. Weimar, Voigt, 
1840. 8vo. Again 1842. 8vo. 

Thurston, Joseph. — Poems ; including one entitled u Chess." 
London : Motte and Bathurst, Middle Temple Gate, Fleet-st., 
1737. 12mo. 

Tomlinson, Charles. — Amusements in Chess. London : Parker, 
1845. Small 8vo. pp. 352. Reprinted, &c. from Saturday 
Magazine. 

Traite dv jev royal des Echets, &c. Par B. A. D. R. G. S. 
A Lavsanne ; par David Gentil, 1698. 8vo. pp. 111. 

Traite elementaire du jeu des echecs ; par Ulysse D. Paris : 
Masson, 1823. 8vo. 

Traite complet du jeu des Echecs, divise en trois parties. 
\. Theorie du jeu. 2. Debuts de parties jusqu'au vingtieme 
coup. 3. Fin de parties et problemes au nombre de 1 20. Par 
M. Calvi de Modene. (Now in press, Signor Calvi's Treatise 
from Palamede, with additions as here described.) 

Tremble. — Conuersations morales sur les'jeux, &c. Paris, 1684. 
12mo. 

Tressau, Ludwig. — Das Schachspiel. Quedlinburg : Basse, 1840. 
8vo. 

Trevangadacharya Shastree. — Essays on Chess adapted to the 
European mode of play : translated from the original Sanscrit. 
Bombay : printed for the author by M. D. Cruz, 1814. 4to. 
pp. 178. 

b b 



370 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Twiss, Richard. — Chess ; Part I. London : Robinson and 

Egerton, 1787- 8vo. pp. 194. 
, Chess ; Part II. London : Robinson and Egerton, 1789. 

8vo. pp. 272. 

<— — , Miscellanies ; including additions to his Chess. 2 vols. 
London : Egerton, 1805. pp. 391, and 242. 

CD.) 

Uflaecker, F. C. tiber den Geist des Schachspiels. Hildesheim, 
1799. 8vo. 

Unterricht, Theoretisch-Pracktischen, ira Schachspiel unter 
Vieren, von einer Gesellschaft Liebhabern : Dessau, 1784. 
8vo. Another edition printed by Barth, Leipzig. 

Unterricht, Kurzer, vom Schachspiel. Ulm ; 1722. 12mo. 

■ , im Schachspiel, mit 100 Spiel d. Stamma. Leipzig ; 

Kummer. 8vo. 1797- 

Uptonian, The. — A Magazine in 8vo., printed for private circu- 
lation only, at Upton-on-Severn, by George Sheward. Com- 
plete in four parts. See No. 2, for May, 1834, article entitled 
" Chess Musings," pp. 90 to 96, by George Walker. 

Vandermonde. — Remarques sur les Problemes de Situation. See 
Hist, de l'Acade'mie. Paris, 1771- 8vo. pp. 566. 

Venturini, J. G.Jul. — Beschreibung und Regeln eines neuen 
Kriegspieles. Schleswig, 1798. 8vo. Vervollkommnete Dar- 
stellung des von ihm erfundenen Kriegspieles. Bi*aunschw. 
Pluchart (Leipzig bei Sommer), 1804. 8vo. — Darstellung 
eines neuen Kriegspieles, Leipzig, Hinrichs, 1804. 8vo. 

Verci, Giambatista. — Lettere di Giambatista Verci, sopra II 
Giuoco degli Scacchi, Venezia, appresso Giovanni Gatti, 1778. 
8vo. pp. 120. 

Versuch iiber das Schachspiel. Elberfield, mit mannigfachen 
Schriften, 1812 and 1813. 12mo. pp. 76. 

Vicent, Francesch. — Libre dels Jochs partitis del Schachs en 
nombre de 100 ; ordenat e compost per mi Francesch Vicent 
nat. en la ciutat de Segorb e criat de la insigne e valerosa ciutat 
de Valencia. Valencia ; estampat per mans de Lope de Roca 
Alemany e Pere Trinchet librere a XV. de May, del any 
M.CCCCLXXXXV. (1495.) 4to. 

Vielle, M. C. — Methode pour Apprendre seul la Marche des 
Echecs, et la regie de ce jeu. Paris: Cafe de la Regence, 
1843, pamphlet. 

Vida, Marcus Hieronymus, of Cremona, Bishop of Alba, author 
of a Latin Poem on Chess, called " Scacchia Ludus.'" Rome ; 
1527- 4to. The following is a list of some of the editions : — 
Latin Editions. 

Vida, Rom.e ; Lud. Vincentinus, 1527, 1544, &c. 4to. 

, Basilea ; „ 1534, 4to. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



371 



Vida, Cremona ; Mutius et Bern. Locheta, 1550. 2 vols. 8vo. 

reprinted in 1567, &c. 
, Venetiis ; Aldine Press, apud Christophorum Zanettum, 

1571. 16mo. 

, Ludg. Apud Sebast. Gryph. 1536, 1541, 1547, 1554, 1559, 

and 1581. 16mo. 

■ , Oxonii, 1723. 16mo. 

, Patavti, Jos. Cominus, 1731. 4to. 

, Londini (Lawton and Co.), 1732. 2 vols. 8vo. 

, Paris ; Blauboom, 1529. 8vo. 

, Ant. ap. Phil. Nutitim, 1568. 16mo. 

, Eum Commentar. L. Wielii Argent. 1605. 8vo. 

, Letden, 1585. 12mo. 

, Antwerp, Opera. Chr. Plantin, 1578. 8vo., and several 

other editions. 

, Strasburg, 1604. 

, Presburg, 1789. 

, Florence, typ. Cosimi Juntte, 1604. 8vo. 

, Scacchia Ludus. Lond. Bensley, 1813. 8vo. 

, De Arte Poetica libri III., de Bombyce, lib. 11., de Ludo 

Scacchorum, 1. 1. Rome, by Ludovico Vieentinus, 1527, and 
again 1544. 4 to. Numerous other editions are quoted by 
Massmann, p. 97. 

Italian Editions. 

Vida. — La vaga e dilettevol' Guerra del Giuoco degli Scacchi, 
dell' Ingenioso e Leggiadro Poeta Mar. Hyeronymo Vida, vol- 
tata d' Heroici Latini, in Versi Toschi Sciolti da M. Nicolas 
Mutoni. Roma, per Antonio Bladi, 1544. 12mo. 28 leaves. 

' . Battaglia d' Scacchi di Monsig. Vida, ridotta in Ottaua 

Rima da Girolamo Zanucchi da Conigliano. In Trevigi ; 
Presso Angelo Mazzolini, 1589. 4to. 36 leaves. Followed by 
a Poem called " Dvello de Scacchi tratto da vn' ode del Tuc- 
cio ;" dall' excellente Bartholomeo Burchelato. 

, Masdeu, Sig. Abb. Sig. Gio. Francesco Masdeu. La Scac- 

cheide, o sia il Giuoco degli Scacchi, Poema Latino di Giro- 
lamo Vida, Cremonese, volgarrizzato in ottava rima. In 
Venezia, per Antonio Zatta, 1744. 4to. 

, Perrone, Tommaso. — La Scaccheide di Gir. Vida, trad, in 

versi sciolti. Napoli, per Genn. Musio, 1733 and 1739. 4to. 

, Piedemonte, Carlo. — La Scaccheide di Gir. Vida, in versi 

sciolti. Verona, 1753. 4to. 

, Martini, Sebastian. — La Scaccheide di Girolamo Vida, 

ridotta in ottava rima. In Faenza, per Giouanni Simbeni, 
1616. 4to. pp. 34. 

, Sitonis, Cammillo de. — Traduzione della Scaccheide del 

Vida, 1590. MS. vid. Arisii Crem. Lit. p. ii. 199. Argelati 
Bibl. Script. Med. t. ii. 1414, Med. 1742. F. 

b b 2 



372 



CATALOGUE OF BOOKS, &C. ON CHESS. 



Vida, Giuoco de' Scacclii tradotto in Lingua Spagnuolo e Italiana. 

Ven. Stef. Zazzara, 1564. 8vo. 
, Giuoco degli Scacchi ridotto in Poema Eroico, Vicenza, 

1607. 4to. 

, Giov. Chiosi, La Scacchiade, Cremona, 1829. 16mo. 

, da Luca Viello, Cremona and Venice, 1714. 

German Editions. 

Translated by Ramler, 1755 by Hirsebock, Frankfurt und 

Leipzig, 1754, 8vo. by Muller, Magdeburg, 1772. by 

Jesse, Hannover, Hellwing, 1830. 8vo. -by Karl Wilhelm 

Ramler, Berlin, 1754, 8vo. 

French Editions. 

Vida, Masures, Louis de. — Livre des Ecbets de Hierome Vida, 
traduit du Latin en Francois. Paris : Vincent Sertenas, 1556. 
4to. Also at Paris and Lyons, 1557- 4to. Translated also by 
Vasquino (Filiolo). Paris, 1589. 4to. 

, Nervio, Rud. Masturio. — Translated Vida into French. 

V. Cruciman Bibl. Gall. 296. Arisi Cremona Litt 111. 

, Les Vers a Soie, poeme de Jerome Vida, de Cremone, eveque 

d'Albe ; suivi du poeme des Echecs, et de pieces fugitives du 
meme auteur, &c. Par J. B. Levee. Paris, a la Libraire 
Stereotype, chez H. Nicolle, Rue de Seine, No. 12, 1809. 8vo. 
pp. 410. 

, Le Jev des eschets traduit par M. D. C. A. Paris : Abel 

l'Angelier, 1605. 4to. pp. 36. 

English Editions of Vida not noticed elsewhere in this Catalogue. 
Vida, Erskine, Wm. — Scaccbia Ludus ; or the Game of Chess. 

London : A. Millar, 1735-6 8vo. pp. 219. 

, Translated by James Rowbothum, 1562. 12mo. 

, Anonymous, Eton, 1769. 8vo. 

, Arthur Murphy, 1786. 

, G. Jeffreys, 1736. 4to. 

, Anonymous, Oxford, 1 778. 4to. 

, PuLLEN, Rev. Samuel. — Scacchia Ludus : a Poem on tbe 

Game of Chess, written by M. H. Vida, and translated into 
English Verse. Dublin : Powell, 1750. Royal 8vo. pp. 95. 

Other translations of Vida have been published by Cosmo 
Grazzini, Firenze, no date, but early printed. By Luca Viello ; 
Cremona, 1590. 4to. See Mazzuchelli Scritt. Ital. pp. T. and 
II. 1086 ; also Calogera Opusc. t. 31. Giorn. di letter, d'ltalia 
X. and XV. Stef. Marcheselli, 1. Ill, della Collezione Pesa- 
rese. 22. Calogera, 78. Th. Aug. Vair. Monum. Cremonen. 
Romee, 1778. p. 25, &c. A German translation of Vida is 
given in Koch's Codex der Schachspielkunst. 

Villot, Francois. — Origine astronomique du jeu des Echecs, 
expliquee par le calendrier Egyptien. A Paris, chez Treuttel 
et Wurtz, Bossange, &c. 1825. 8vo. pp. 84. 



CATALOGUE OF BOOKS, &C. ON CHESS. 



373 



(W.) 

Wachter, Joh. Geo. — Glossarium Germanicum, pp. 1364, under 
the head " Schachspiel " and " Schachmatt." 

Wahl, Sm. F. Gunther. — Der Geist und die Geschichte des 
Schachspiels bey den Indiern, Persern, TUrken, Sinesen, und 
ubrigenMorgenl"andern,Deutschen und andern Europ'aern : von 
S. F. G. Wahl. Halle, in der Curtschen Buchhandlung, 1798. 
8vo. Berlin : Laue, 1798. 8vo. 

Waidder, S. — Das Schachspiel, in seinem ganzen Umfange nach 
alien Schriftstellern auf eine einfaltige Weise dargestellt ; 
von S. Waidder. Wien, 1837, Lechner, 4 vols. 8vo. pp. 224, 
r 338, 236, and 208. 

Walker, George. — New Variations on the Muzio Gambit. 
London : Flook, 1831. 12mo. pp. 24. Afterwards incorporated 
in my Treatise on Cbess. 

* , George. — Analysis of Chess, translated from the French 

of A. D. Philidor ; including fifty-six new Chess problems. 
London: Whittaker and Co. 1832. Royal 18mo. pp. 252. 
S// , George. — New Treatise on Chess. First edition, Lon- 
don : 1832. 12mo. pp. 80. Second edition, London : Sherwood 
and Co., small 8vo. pp. 160. Third edition, 1841, Sherwood 
and Co., small 8vo. pp. 300. Fourth edition, the volume now 
/ before you. Translated into German as follows : 

V ■ , Anweisung zum Schachspielen, &c. — Von Georg Walker. 

Aus dem Englischen iihersezt und mit Ammerkungen begleitet, 
von I. F. Schiereck. Frankfurt, Johann David Sauerlander, 
1833. 8vo. pp. 186. Second edition, 1836. Third edition, 1840. 
Same translator and printer. 

■ , George. — A selection of Games at Chess, actually played 

by Philidor and his contemporaries ; now first published from 
the original manuscripts, &c. London : Sherwood and Co. 
1835. Small 8vo. pp. 112. 

, George. — Chess made Easy ; a new introduction to that 

scientific and popular game ; written exclusively for beginners. 
London : Sherwood and Co., Paternoster-row, 1837. Pocket 
size. Reprinted by Carey and Hart, Philadelphia, 1837- 

■ , George. — The Philidorian ; a Magazine of domestic games, 

&c. Complete in one vol. 8vo. pp. 256. London : G. Walker 
and Son, 17, Soho-square, 1838. 

■ , George. — Chess Studies ; comprising one thousand games 

actually played during the last half century ; presenting a 
unique collection of classical and brilliant specimens of Chess 
skill, in every stage of the game, and thus forming a complete 
Encyclopaedia of reference. London : Longman and Co., 1844. 
royal 8vo. pp. 184. In this volume are comprised all the 
games extant played by De la Bourdonnais, M'Donnell, and 
Philidor. 

, George. — Magazine Articles, &c, by the Author of 



374 



CATALOGUE OF BOOKS, &C. ON CHESS. 



the present volume. — See Fraser's Magazine, 1839, Articles: 
Deschapelles the Chess King, and Anatomy of the Chess Auto- 
maton — Ditto, 1840, Chess without the Chess Board, and The 
Cafe de la Regence — Ditto, August Number, 1841, Ruy Lopez, 
the Chess Bishop — Ditto, June Number, 1842, Mated and 
Checkmated, an Oriental Sketch — Ditto, Feb. Number, 1845, 
A Game of Chess with Napoleon. — Philosophical Magazine, 
June, 1840, Letter on Knight's move. — Polytechnic Journal, 
May and September, 1841, Kceseritzkij, the Livonian Chess- 
player. — Bell's Life in London, many Articles, signed and 
unsigned. — Le Palamede ; French Monthly Chess Magazine, 
Vol. i. 1836, p. 323-329, Les echecs dans l'orient.— P. 431- 
442, Lettre sur les echecs sans voir. — Vol. ii. 1837, p. 219-245, 
Vincenzio le Venitien, conte fantastique. — P. 325-342, Fin de 
partie ; La Dame contre les deux cavaliers. — Palamede, 
Second Series, Vol. i. 1841, p. 11-14, Les derniers moments 
de Labourdonnais. — P. 63-76, Les echecs en Espagne, trans- 
lated from Ruy Lopez in Fraser's Magazine. — P. 80-85, Encore 
un nouveau debut ! — P. 155-166, Ma Bibliotheque d'Echecs. 
Part 1.— P. 256-261, Les Clubs d'Echecs de la Grande Bre- 
tagne. Part 1.— P. 313-321, Les Clubs d'Echecs de la Grande 
Bretagne. Part 2.— Vol. ii. 1842, p. 26-36, Mat et Echec et 
Mat, translation of Mated and Checkmated, in Fraser's Mag. 
—P. 72-83, the same concluded.— P. 105-1 17, Ma Bibliotheque 
d'Echecs. Part 2. Allgaier. — P. 256-261, Ma Bibliotheque 
d'Echecs. Part 3. Gruget. — Vol. hi. 1843, p. 27-34, p. 72- 
80, and p. 110-119, Conte d'Echecs, Une nuit a York.— P. 298- 
312, Le Cafe' de la Re'gence, from the English of Fraser's Mag. 
—Vol. v. 1845, p. 405-425, La Partie a Pion et Trait.— Vol. vi. 
1846, p. 3-9, Lettre a Saint Amant, sur deux Ouvertures, &c. &c. 
— Chess-Player's Chronicle. — Vol. iv. 1843, p. 180-188, Chess 
in the East, Part 1.— P. 215-222, p. 248-254, and p. 279-286, 
The Light and Lustre of Chess.— P. 369-381, The Battles of 
M'Donnell and De la Bourdonnais.— Vol. v. 1844, p. 92-96, 
Letter on the late grand Chess Match between MM. Staunton 
and St. Amant.— P. 235 239, On Dr. Carl Meier's New Chess 
Pamphlet, &c. — P. 240-254, Chess in the East, Part 2. — 
P. 285-288, On Brede's Chess Problems ; ditto, p. 302-304 ; 
ditto, p. 347-350.— P. 345-347, Curious Position, by Del Rio, 
signed (i Alpha Beta." — P. 353-361, Lucena and Damiano. — 
P. 366 370, On Pawn and three moves— P. 374-378, Game of 
the Pawns. — P. 386-389, Letter on Match between Mr. Staun- 
ton and M. St. Amant, signed "Judex." — Vol. vi. 1845, p. 2-10, 
Pawn and two moves Opening. — P. 17, Translation of Le Traite 
des Amateurs, carried through part of this volume, but not 
completed, &c. 

, William Greenwood. — A selection of Games at Chess 

actually played in London, by the late Alexander M'Donnell, 



CATALOGUE OF BOOKS, &C. ON CHESS. 



375 



Esq., the best English player. London': Hurst, 1836, 8vo. pp. 

280. Mr. Win. "Greenwood Walker is since dead. All the 

games in this volume are reprinted in my Chess Studies. 
Wallisius, Johan. — De Progressione Geometrica. Oxon, 1699. 

4to. t. 1, pp. 459. 
Warnsdorf, H. C. Von. — Des Rb'sselsprunges einfachste und 

allgemeinste Lb'sung, &c. Schmalkalden : in der Th. G. Fr. 

Varnhagenschen Buchhandlung, 1823. 4to. pp. 68. 
Weickmann, Christoph. — Neu erfundenes grosses Konigspiel, 

&c. Ulm : bei Balthazar Kuhnen, 1664, pp. 257, folio, with 

folding plates. 

Wielii, Luce. — Isagoge in Scacchiam ludum Argent ap Paul 
Lederoy, 1650. 8vo. — consisting chiefly of Vida — Vid. Arisi 
Cremona Letter. 

Williams, Elijah. — Souvenir of the Bristol Chess Club ; con- 
taining one hundred original games of Chess, &c. London : 
Hastings, 1845. 12mo. pp. 136. 

Wits Interpreter, 1662, contains 16 pages on Chess. 

Wood, Rev. Henry. — A new Guide to Chess. London : Sherwin, 
1834. Pocket size. Second edition, 1839. 

(Z.) 

Zwolf Schacht. — Parthien des grossen Kampfes um Europa's 
Freiheit, Friede und Gliick. Auf dem Schachbret dargestellt 
von B. v. L. Wien ; Gerold, 1815. 8vo. pp. 74. 



THE END. 



Gilbert & Rivington, Printers, St. John's Square, London. 



THE FOLLOWING 

WORKS ON CHESS, 

BY 

MR. GEORGE WALKER, 

ARE TO BE HAD OF MESSRS. SHERWOOD AND CO., 

PATERNOSTER ROW. 



I. 

<^HESS MADE EASY : a new Introduction, written ex- 
clusively for beginners ; and dedicated to the members of the 
Society for the Diffusion of Useful Knowledge. London : 1836, 
16nio. with numerous diagrams. Price 3s. 6d. 

This work is strictly adapted as a first book to persons who 
do not even know the moves of the game. 

ii." 

A SELECTION of GAMES at CHESS, actually played 

by Philidor and his contemporaries. Now first published from 
original MSS. London : 1835, pocket size, price 5s. 

in. 

CHESS STUDIES : comprising One Thousand Games, 

actually played during the last half century ; presenting a 
unique collection of classical and brilliant specimens of Chess- 
skill, in every stage of the game, and thus forming a complete 
Encvclopsedia of reference. London : 1844, royal 8vo. price 
10s. 6d. 



LETTER 



FROM 

MR. G. WALKER TO THE EDITOR OF 
BELL'S LIFE. 

Extract from Bell's Life in London, of February, 1844. 

"Mr. Editor, — I am called upon unexpectedly to defend myself as a 
Chess author agamst a charge preferred against me by Mr. Lewis, in his new 
Treatise on Chess, just published ; which charge, it seems, has been brewing 
eleven years, and in answer to which no medium of publicity presents itself 
equally suitable for my reply as your journal. I at once give Mr. Lewis's 
'bill of griefs ' in full. He says — 

" 'I cannot clo-e this preface without noticing the conduct of Mr. George 
Walker, in his ' Treatise on Chess,' published in 1833, and again in 1841. 
Long after the publication of the former edition I was informed by a friend, 

that Mr. W. had been guilty of a wholesale what shall I call it ? ■ 

appropriation of many pages of original matter from my ' Second Series of 
Lessons,' published in 1832. 1 found, on examination, to my great surprise 
and regret, that Mr. W., who on all occasions has vehemently (though not 
always justly ) exclaimed against the practice of plundering from others without 
acknowledgment, had himself, without permission from me, or any avowai on 
his part, copied from my work what he well knew was alone my property, and 
this not amove or two to criticise or comment on, but whole pages. This is 
no doubt an easy way of obtaining reputation as a ch^ss writer, but probably 
few persons would be found to follow Mr. W.'s example in this particular. In 
the last edition of Mr. W.'s book, whether from a returning sense of propriety 
or from some friendly hint, he says in his preface, after mentioning my name, 
that he has not hesitated to avail himself occasionally of my labours, 1 feeling 
that to shrink from naming a contemporary author is equally contemptible as 
ridiculous ;' he also states that he holds 'such borrowing to be perfectly legiti- 
mate, when the avowal of obligation is openly proclaimed;' but Mr. W. need 
not surely be reminded, that where there is a borrower there must also be a 
lender ; and that before making use of another person's property, it is indis- 
pensable to obtain the consent of the owner. I am not aware that 1 have my- 
self taken any original matter from Mr. W.'s book ; if I have so done, it has 
been from inadvertence, for which I beg his and my readers' pardon. Whether 
Mr. Walker will have the manliness to confess that he has done wro^g, and is 
sorry for it. is a matter that concerns himself, but is of no importance to me.' 

" I must necessarily answer this ' railing accusation ' at some length. Mr. 
L. now first charges me with taking from him certain original chess matter 
eleven years ago ; having himself declared in print, that no chess writer can 
make a book but by borrowing from former authors — that his own works are 
thus compiled — that in my last edition I acknowledge the obligation— and Mr. 
L. having himself remained with me for years after the alleged offence on 
terms of intimate personal acquaintance. With respect to the 'friend's' first 
enlightening him, presentation copies of my book were sent on its first publi- 
cation to Mr. L. and many other chess players. 



378 



LETTER FROM MR. GEORGE WALKER 



" The following paragraph, oddly enough, immediately precedes the attack 
upon me in Mr. L.'s preface. Could the two have come from the same pen 1 — 

" ' I have availed myself largely of the labours of former writers, without which 
it were in vain to attempt writing a work on chess; but I have not thought it 
necessary to state, on all occasions, from whom this or that variation or move 
has been taken. The works of all the best authors have been consulted,' fyc. 

" And in the preface to the book I am accused of taking from, in ] 832, Mr. 
L. says— 

" 'In writing a work on Chess, the greatest part of it must of necessity be 
taken from other authors ; I have accordingly selected from them what I have 
thought would be useful to my readers ***** * Should the reader, 
therefore, meet with any thing in this volume particularly excellent, he will 
generally be right in supposing it derived from other writers.' 

" In the introduction to the last edition of my own treatise, I have dwelt 
at greater length on the same theme. In the preface to the book of which 
Mr. Lewis complains, I say, ' The author flatters himself that in comparing 
the boldness of Greco with the certainty of Lolli — the genius of Salvio with the 
science of Ponziani — and the fine play of Philidor with the skilful accuracy of 
Lewis — he has been enabled to present the student with much of the varied, 
excellence of those writers, without in the slightest degree endangering his 
proper claim to the merit of originality.' And again : 'High praise be given to 
the translations of Mr. Lewis, to whom British amateurs are justly and deeply 
indebted for his strenuous and varied efforts to promote the cause.' In fact, 
in that little book of 160 pages, I q«ote Mr. L.'s name six several times, giving 
besides, the title of his work at full length; while in my last edition, being a 
larger volume, I name Mr. L. as an author about twenty different times, ex- 
elusive of the complete list of his chess works published in my bibliographical 
catalogue. Is Mr. L. equally liberal? Let the public judge between us. 

"From the present attack I gather one remarkable fact, that Mr. Lewis at 
length recognises my existence as a chess writer, this being the very first time he 
has ever quoted ' George Walker ' at all ! Two other chess names yet exist, not 
deemed, I presume, by Mr. L. of sufficient importance to be placed on his 
records ; at least, I have turned over the leaves of his new eighteen-shilling 
book, page by page, and find neither of these authors once noticed. Their 
names are only M'Donnell and De la Bourdonnais ! To the former we are 
indebted for several new modes of playing the Bishop's, the Muzio, and the 
Evans Gambit, all given in my own work ; while to De la Bourdonnais we 
owe the best methods of defence in the Evans Game and Bishop's Gambit. 
In stating this fact, I impute no blame to Mr. Lewis. There is no Act of 
Parliament compelling one author to notice another. True, most other chess 
writers of the day, as Calvi, St. Amant, Jaenisch, Vcn Df r La-a, and myself, 
act as if we considered ourselves bound by moral right to notice and praise 
the exertions of fellow-labourers in the vineyard. Possibly our conduct in 
this respect is wrong ; at least, it is not sanctioned by Mr. Lewis. I bow to 
his experience. Mr. L. adopts the 'silent system ' upon principle, and his so 
doing may be called mere matter of taste. So in the case of the fifty games, 
printed in his book of 1832, and there avowed to have been played partly by 
him and partly by different placers, no names having been affixed to any of 
them, Mr. L.'s printer now commits the mistake, of course without Mr. L.'s 
sanction, of uniformly announcing them in Mr. Lewis's advertisements, as 
' Fifty Games of Chess, played between the author and some of the best players 
in Europe.' Several of those fifty games were given to Mr. L. by me ; as for 
instance, the ninth, played by M'Donnell and Popert ; the tenth, won by 
M'Donnell of Mr. Slous; and the thirty-fourth, won by Capt. Evans of 
M'Donnell. The thirtieth was won by Capt. Evans of Mr. Brandreth, &c. 

" Having now, after a fortnight's search in the London book-shops, procured 
a copy of my humble second edition, I have carefully looked through it, and 
find Mr. Lewis's charge possibly attaches to certain variations of the Cochrane 
Gambit, all of which are now nearly useless, because superseded by a stronger 
mode of play since discovered. I beg of the chess world to examine for them- 
selves ; to compare the books together, and not be content with forming a 
silent opinion, but to say openly whether I did more than strict right would 
warrant, favour being altogether out of the question. In Mr. L.'s new work 



TO THE EDITOR OF BELL S LIFE. 



379 



he uses nearly the whole volume of Ghulam Kassim, and borrows largely from 
Major Jaenisch. He is quite right in so doing, as he has quoted their names, 
but did he ask their permission? or obtain their consent? 

"I must here state a curious fact connected with Mr. L.'s very book of 1832, 
from which he complains I borrowed. Just before that work was issued to the 
public, Mr. L. put into my hands some of its latter proof-sheets. Several im- 
portant errors struck me, but it was too late to correct the work then at press. 
This being the case, and Mr. Lewis asking the favour of my assistance, I was 
furnished by him with what printers term ' clean sheets,' and actually gave the 
leisure of several weeks to going through the whole minutely, returning each 
sheet as finished, to Mr. L., and trying over with him my criticisms on the 
chess-board. I do not pretend to say I supplied any original matter, but cer- 
tainly in many places I solved mates of seven or eight moves in three or four, 
forced checkmate when the direction merely was to win queen, and made good 
a vast number of similar imperfections. Not a few of the checkmates in the 
Cochrane Gambit itself were thus supplied by me. My task being performed, 
Mr. Lewis made sundry cancellings in the printed work, corrected the errors, 
and, substituting a fresh title-page, brought it out as a second edition ; but, 
upon his system, forgot to acknowledge my help in the preface. Such chess 
amateurs as have the two editions, will, on comparing them, at once discover 
what was the value and extent of my labour upon this occasion. 

" Reflection convinces me that Mr. Lewis's present attack rests in reality 
on far other grounds than those assigned. He appears, indeed, I fancy origi- 
nally to have considered chess writing as a ' snug little farm ' within a ring 
fence, exclusively his own property, and not to be invaded by foot of other 
man. Such delusion is not uncommon. Have my books intrenched on this 
would-be monopoly ? Is this the real offence ? 

" When I printed my ' Chess Treatise' in 1832, at three shillings, and in 
1833 at five, the sole competing work being Mr. Lewis's at two pounds, I con- 
sidered I had opened up new ground, and could in no respect interfere with 
Mr. L. : yet he speedily started in opposition with a five-shilling book, called 
' Chess for Beginners.' Not liking to be cut out in my own road, I put on 
'Chess made Easy,' in 1837, at three and sixpence, when Mr. L. directly 
answered with an abridged edition of ' Chess for Beginners,' at half-a-crown, 
under the title of ' Chess-Board Companion.' Here I gave in, for it was clear 
that if I carried on the war with ' Chess for the Masses,' at a single shilling, 
my competitor would rejoin with a sixpenny 'Chess for the Million.' Mr. 
Lewis has just published a first book again, called ' Lessons' at seven shillings, 
and the ' Treatise ' at eighteen ; in fact, he continues printing the same matter 
over and over again, in different sizes to suit all customers. I cheerfully 
admit his books have one advantage over mine, they are larger. 

" When we see books lowered to half price to clear off heavy remainders, it 
is fair to suppose they are unsuccessful. Mr. Lewis probably feels sore on 
this point, but is it quite sane to vent his wrath upon me ? The plan of 
charging subscribers twice the price at which the public are afterwards ad- 
mitted, may not find general favour, Ihough of course Mr. L. has a right to 
'do as he likes with his own.' Mr. Lewis's ' Lessons on Chess' came out at 
40s., and the prospectus assured subscribers, that the public would be charged 
three pounds ; but, instead of this, doubtless in pure philanthropy, the whole 
was lowered to twenty shillings, just one-third the threatened price. Mr. L.'s 
Carrera, Greco, Match Games with Edinburgh, &c, were all kindly cut down 
in a similar way to very reduced cost. Judging from the past, one would, 
therefore, hesitate to pay eighteen shillings for the ' New Treatise ;' the 
chances being, that by waiting six months it may fall at least to nine. Many 
persons consider a prospectus to be a pledge. Singular opinions of all sorts 
prevail in the world. In the prospectus of the present work, Mr. Lewis offers 
' A New Treatise on Chess,' and promises subscribers that it shall include 
' the best method of playing Pawns at the end of the game, and a more copious 
analysis of the Checkmate of Rook and Bishop against a Rook than has hitherto 
been published.' The work also was to be complete in five or six parts, forming 
one octavo of about 500 pages. The volume is now issued at eighteen shillings; 
but when we look for Pawn play, ends of games, and the war of Rook and 
Bishop, we find only a statement, that Mr. Lewis has been obliged to omit all 



380 



LETTER, &C. 



this, and intends publishing it as a supplementary volume. Possibly, how- 
ever, the said supplement will not exceed half-a-guinea, and who regards now 
that obsolete coin ? 

"I fear, Mr. Editor, to trespass on your patience by saying more, and deeply 
regret I could not say less. At the same time, I must respectfully apologise 
to the British circle of chess players for thus intruding myself upon their 
notice. My 'Treatise on Chess' will be reprinted in an enlarged form, pro- 
bably next year, and will include this letter, with such other remarks on the 
subject as I may consider it necessary to append. Meantime, I have the 
honour to be, Mr. Editor, your obedient servant, 

"George Walker, 
" Author of various works on Chess." 

" 1", Soho-square, London, 
January, 1844." 



Note, May, 1846. The foregoing letter was written by me after fewer days' 
reflection, than the provocation had cost Mr. Lewis years. It has never been 
replied to. On coolly reviewing the case, I think I was perhaps wrong to 
notice in so many words an attack so evidently contemptible thus " answer- 
ing a fool according to his folly." But, after all, Mr. Lewis in private life is 
a gentleman, and therefore his charge, however stupid, is not to be met abso- 
lutely with the silence of scorn, lest a good-natured world be led to believe it 
ever had tl.e slightest foundation If assaulted by a man of character, we are 
bound to defend our honour " a Voutrance." If jostled in the street by a 
scavenger, we quietly give him the wall, and leave him alone in the glories of 
stench and filthiness. Through life, my treatment of all forms of printed attack 
has been, and will be, based upon this system. I regret Mr. Lewis should 
have thus committed himself. Personally, I can bear him no ill will for 
having forgotten the old proverb, that " those who live in a glass-house should 
not throw stones." His " Elements of Chess." taken almost to a word from 
" Von Nieveld's La Superiority, " &c. ; his "Oriental Chess," concocted upon 
terms of equal cheapness from its Indian composer, " Trevangdicharya ;" 
and other grave cases of mystification as to real authorship, have marked 
through life the chess-track of Mr. Lewis. Comparison with the works quoted 
will prove this. Mr. Lewis virtuously disclaims borrowing from me. For the 
sake of his twenty-seven readers (and a boy), it is to be regretted he has not 
done so. They would have had a better book. 

G. W. 



Catalogue 

OF 

PRACTICAL AND USEFUL 

BOOKS 

ON 

EDUCATION; DOMESTIC ECONOMY; 

Anatomy, Medicine, 8f Practice of Phi/sic ; 
TRADE, BUSINESS, & MECHANICAL ARTS; 
TOPOGRAPHY; ARCHITECTURE ; 
MORALITY AND RELIGION; 
Domestic and Parochial Law j 
AGRICULTURE AND RURAL AFFAIRS; 
2Jeterinarg Practice 5 

AND THE 

Breeding and Management of Live Stock : 




Prittteu for 

SHERWOOD, GILBERT, AND PIPER, 
Paternoster Row, 

LONDON. 



Wilson and Ogilty, Printer*, 57,- gliinner Street, London. 



SHERWOOD & CO. have constantly on sa'te an extensive S toe ft of 
Popular Standard Works of the most esteemed Authors in every 
department, also ail New Works soon as published, and the several 
Monthly and Quarterly Periodicals on the day of publication. 

Merchants' and Captains' Orders for Exportation executed 
promptly, and on the most liberal terms. 

Schools and Teachers supplied with every class of School 
Books on the very lowest terms. 



CATALOGUE, Sfc. 

Sir J. Clark {Physician to the Queen) on Consumption and Scrofula. 
TREATISE on PULMONARY CONSUMPTION, comprehending- 

£iii Inquiry into the Nature, Causes, Prevention, and Treatment of TUBERCULOUS 
and SCROFULOUS DISEASES IN GENERAL. By Sir JAMES CLARK, Physician 
to the Queen. Price 12.?. cloth lettered. 

" As a text-bonk an 1 suide to the inexperienced practitioner, we know none equal to it in general! 
soundness and praciical utility — to the general as well as to the professional reader, the work will 
prove of the deepest interest, and its perusal of unequivocal advantage."— British and Foreign 
Medical Rtvuiv, Jauu try, 1836. 



Dr. Paris on Diet and Regimen. 
A TREATISE on DIET; with a view to establish, on practical, 

grounds, a System of Rules for the Prevention and Cure of the Diseases incident 
to a disordered state of the Digestive Functions. By J. A. PARIS, M.D. F.R.S. 
Fellow of the Royal College of Physicians, Ac. A new and improved Edition, being 
the Fifth, nearly re-written, price 12s. bound and lettered. 

" Dr. Paris's book should be in the library of every family. — It forms an excellent roanua! for the 
investigation of all derangement* of the digestive functions, and for the guidance of dyspeptic 
patients in the regulation of diet." — Edinburgh Medical Journal. 

Dr. Hall on Female Complaints. 
ON THE CONSTITUTIONAL DISEASES of FEMALES. In 

Two Parts. Part First — Of the Symptoms, Causes, and Prevention of Local Inflam-^ 
mation, Consumption, Spinal Affections, and other Disorders incidental to Young FeJ 
males. Part Second — Comprehending the several Affections incidental to the rniddld 
and later Periods of Life, and of their Constitutional Origin. By MARSHALL HALL* 
M.D. F.R.S. L. & E. New Edition, with Plates, price 16s. 



Dr. Prichard on Man. 

Researches into the physical history of man- 

KIND. Illustrated with an entire new set of Plates ; completely rewritten, 
and, by the addition of much new and interesting matter, every department of 
this important subject has been brought down to the present time. Bv J- C. 
PRICHARD, M.D. F.R.S. M.R.I. A. 3 vols. 8vo. Third Edition, price 46s. "cloth. 

" Dr. Prichard deserves much praise for establishing a point which had eluded the researches of 
.■is predecessors, and which may eventually prove a valuable contribution towards tlit history o! lUe 
human race."— Quarterly Review- 

*** Vol. IV. is in the press. 



Books printed for Sherwood and Co. Paternoster-Row. 3 
AND WORKS OF TOPOGRAPHY. 



COOKE'S 
TOPOGRAPHICAL LIBRARY, 

OR 

POCKET COUNTY DIRECTORY: 

CONTAINING 

An Accurate and Comprehensive 
TOPOGRAPHICAL AND STATISTICAL DESCRIPTION 

OF ALL THE 

COUNTIES 

IN 

<£ttgIantT t ft&Sato, anU £*otl*nDu 

A perfect acquaintance with the Local History and internal Advantages of 
our Native Country is certainly one of the most useful, ornamental, and desirable 
branches of human knowledge; and it will readily be admitted that there is not 
a nation in the world more generally interesting to the scientific observer than 
that of Great Britain. 

COOKE'S TOPOGRAPHICAL. LIBRARY forms a complete PICTRE of the 
BRITISH EMPIRE, and contains a particular Account of the 



Mines, I Agriculture 

Minerals, | Fairs, 

Fisheries, Markets, 

Manufactures, Monuments 

Trade, I Curiosities, 

Commerce, \ Antiquities, 



Picturesque Scenery, 
Natural History, 
Civil and Ecclesiastical 
Jurisdiction, 

&c. &c. 



Situation, 
Extent, 
Towns, 
Roads, 
Rivers, 
Lakes, 

of all the Counties in England, Wales, and Scotland; the whole interspersed 
with a variety of Information, entertaining to the general Reader — highly 
beneficial to the Agriculturist, Trader, and Manufacturer — and particularly 
interesting to the Traveller, Speculatist, Antiquarian, and, in short, to every 
Man of the World. 

The Work is highly illustrated with a complete Series of County Maps, accu- 
rately Coloured, and Embellished with upwards of Three Hundred Picturesque 
Views of Towns, Castles, Chorches, Cathedrals, Natural Curiosities, Noblemen's 
and Gentlemen's Seats, Druidical Remains, &c. &c. 

The division of the Work into separate Counties affords great accommodation 
to the Public, in selecting such portions as may be wished; thus the Western 
Circuit of England comprehends Cornwall, Devon, Dorset, Somerset, Wilts, and 
Hants, and forms Four interesting Volumes. The other Five Circuits of the 
Judges may be selected and bound up in the like manner. 

To each County are prefixed a List of the Markets and Fairs, an Index, 
shewing the Distance of every Town from London, and of Towns from each other : 
also a Copious TRAVELLING COUNTY GUIDE, describing all the Roads, Inns, 
Distances of Stages, Noblemen's and Gentlemen's Seats, &c. forming 

A COMPLETE COUNTY ITINERARY. 

The Plan of this Work has ieceived particular approbation, from its being 
divided into Easy Journeys ; by which means, Persons, either Riding or on Foot, 
have the opportunity of viewing- many beauties which otherwise might be missed ; 
and to frequenters of the various Watering Places it will be found a most 
agreeable Guide and Companion. 

*** The price of each Part, containing a separate History of each County, varies 
according to the size of the County, from Two to Four Shillings. — Any of the Parts 
may be had separately. 



4 Books printed jor Sherwood and Co. Pattrnoster-Row. 



The Lakes of England. 

Tablets of an itinerant in Westmoreland : fbrmin< 



~. ^ c aerial nuAun, ii^>vins, viLi.A'iiss, aim <_>Djects wortny or notice to tne T 
Illustrated with a Coloured Map and 41 Views, etched on Steel hy To pha 
Original Drawings. By GEORGE TATTERSALL. Post 8vo. 12s. bd. and let 



a complete Guide to the SCENERY of the NORTHERN LAKES ; with an Itinerary 
of the several Roads, Towns, Villages, and Objects worthy of notice to the Traveller. 

iM, from 
Htered. 

" This is one o i' the best Guide 
beauties of the lakes, the mounts 
the very best kind. The best sea: 
to the attention of tourists. They will 
ou their return it will afford ample matt 



the Lakes that we have met with. The descriptive pait of the 
eenery, the roads, distances, inns, spots worth seeina, Sec. ii of 
for hiking is now at hand, we can safely recommend this work 
d it a most useful sruide and companion by the way, and 
nces."— Liverpool Mercury. 



■ for enterumi.ii!* reiniuis 



History and antiquities of the cathedral 

CHURCHES of GREAT BRITAIN : with complete Lists of Bishops and Deans. 

This valuable Work forms Four superb Volumes, comprising' 2S Parts, illus- 
trated with 257 Plates, Drawn and Engraved by J. and H. S. STORER. 



May be had by one or more at a time, as follow: 



Peterborough 

Lincoln 

Oxford 

Winchester 

Canterbury 

Chichester 



Salisbury 

Gloucester 

Hereford 

Chester 

Worcester 

Ely 



Rochester 

Carlisle 

Bath 

Llandaff 

Bristol 

St. David's 



St. Paul's 

Lichfield 

St. Asaph's 

Norwich 

Bangor 

Wells 



Exeter 

York 

Durham. 



Each Cathedral is illustrated by Eight highly-finished Views, and a Ground Plan. 
Price 3s. in demy Svo.; or the whole in Four Parts, 8vo. half-bound, 4/. 4a. 



PICTURE of ITALY; a Guide to the Antiquities and Curio- 
sities of that Interesting Country, containing: Sketches of Manners, Society, 
and Customs ; with an Itinerary of Distances, and a Description of Rome, 
Florence, Naples, Venice, and their Environs. By H. COXE, Esq. Illustrated hy 
a Map and Plates. Price 12*. bound. 



COOKE'S GUIDE to the LAKES of CUMBERLAND, WEST- 

MORELAND, and LANCASHIRE; including a Description of the surroundi-ng 
Scenery, the Vales, Mountains, adjacent Towns and Villages, Local Peculiarities. 
2*. ed. 

Picture of the i^le of wight : with twenty -six 

of the most iutert stin^- Views throughout the Island, drawn and engraved by 
COOKE. To which are prefixed, an ACCOUNT of the ISLAND, and a VOYAGE 
round ITS COAST. Price 12*. 



EVANS'S WALKS through NORTH and SOUTH WALES; 

containing a Topographical and Statistical Description of the Principality: also 
a Copious Travelling Guide, exhibiting the Direct and Cross-roads, Inns, Dis- 
tances of Stages, and Noblemen's Seats. With Maps and Views. 8*. bound. 



Steam-boat companion from London to 

GRAVESEND, SOUTHEND, HERNE B AY, MARGATE, and RAMSGATE; con- 
taining a Topographical Notice of the several Towns, Villages, Public Buildings, 
aad Noblemen and Gentlemen's Seats. Illustrated with a Coloured Frontispiece, 
exhibiting a PICTURESQUE VIEW of every thing worthy of Observation on the 
Middlesex, Essex, Surrey, and Kentish Shores, between London and Ramsgate. I*. 



Books printed for Sherwood and Co. Paternoster-Row. 5 



iSoofcg of ®vefot$ f 

AND 

WORKS USEFUL for theDISPATCB of BUSINESS. 



*** The following Work Books comprehend a valuable Series of Practical and dis- 
tinct Treatises, expressly adapted to the daily Business of the Operative, Artist, and 
Mechanic. 

Nicholson's code of mechanical science, 
Being a complete Encyclopaedia of Practical Knowledge ; con- 
taining nearly One Thousand Pages of Print, and illustrated by 
One Hundred Copper -plate Engravings, comprising One Thousand 
Subjects o/Mechanical Science. 

Operative mechanic and British machinist: com- 

prehending a complete and systematic Development both of the Theory and 
Practice of the Productive Arts, in their present state of unrivalled perfection; 
and exhibiting the actual Construction and practical Uses of all the Machinery and 
Implements now used in Great. Britain, with the real Processes adopted in perfect- 
ing the National Manufactures of every description. By JOHN NICHOLSON, 
Esq, Civil Engineer. In One large Volume, Octavo, Third Edition, 11. lis. 6d. half- 
bound ; or in I hirty Weekly Numbers, Is. each. 

This work displays, in a cheap and succinct form, and in a correct and com- 
prehensive manner, the actual state of Scientific Improvement as at present ap- 
plied to the productive Industry of this Empire ; nut as the s.une knowledge now 
exists in Books, butas actually found in Workshops and Manufactoriesof the highest 
Character, as regards Carpentry, Joimry , Maso/try, and every branch of the Build- 
ing Art. It conveys very desirable information relative to Engines and Con- 
structions ; particularly-MILL WORK, HYDRAULICS, PRINTING MACHIN- 
ERY, CLOCKS and WATCHES, and to all Branches of the METALLIC, WOOLLEN, 
COTTON, LINEN, SILK, PAPER, PORCELAIN, and other important Manu- 
factures. 

To this new Edition of ihe OPERATIVE MECHANIC, the Proprietors have 
made very consiJerabe Additions, by way of Supplement, exhibiting a COMPLETE 
VIEW of the PUBLIC WORKS of this COUNTRY, bv the BARON DUPIN. This 
invaluable Department presents a Series of PLANS', ELEVATIONS, SECTIONS, 
and DETAILS, exquisitely engraved, including the most striking Examples of 
British Science, Skill, Power, Ingenuity, and Perseverance, as exhibited in our 
BRlDGES,wbetherof STONEorIRON(includingSUSPENSION B RIDGES), C A N ALS , 
LOCKS, PORTS, PIERS, DOCKS, LIGHTHOUSES, RAILWAYS, LOCOMOTIVE 
ENGINES, &c. &C. It is therefore equally valuable to the Intelligent Workman, 
the Scientific Master Manufacturer, and the ingenious Projector. 



Specimens of marbles for decorations, from theOx- 

ford Collection in the Radcliffe Library and the Ashmolean Museum, calculated 
f.TtheUseof ORNAMENTAL PAINTERS; forming a Supplement 10, and sold 
separately for the Accommodation of Purchasers of the First Edition of " The 
Painter's and Glazier's Guide." By NATHANIEL WHITTOLK. Illustrated 
with Seventeen Plates, printed on Quarto, and accurately coloured. Price 9s. 



Kendall's Gothic Architecture. 
AN ELUCIDATION of the PRINCIPLES of ENGLISH 

ARCHITECTURE, usually denominated Gothic. By JOHN KENDALL, of Exeter, 
Embellished with Twenty-three Plates of Examples, engraved by Messrs. Storer, taken 
from the Cathedral Church of Exeter, and comprising an Explanation of all the Terms 
used in that admired Style of Building. Elegantly printed in 8vo. price 10s. &d. boards ■ 
on royal paper, with Proof Impressions of the Plates, price 15*. hoards: or in quarto' 
with the Plates on India paper, price 1/. 7s. 5 



6 Books 'printed for Sherwood and Co. Paternoster- Row. 



The first six by C. F. Partington, Esq. 

1. C^OCK and WATCH 

MAKER'S GUIDE; comprehending the 
early History of the Art, its Progressive 
Improvement, and Present State. 2s. 

2. COACH MAKER'S and 

WHEELWRIGHT'S GUIDE; compre- 
hending the Theory and Construction of 
Wheel Carriages. Is. fitf. 

3.ShIPBUILDER'SGUIDE; 

comprehending the Theory and Practice 
of Naval Architecture. 3s*. 6d. 

4. Builder's guide; 

comprehending the Theory and Practice 
of the several departments of Archi- 
tecture, Bricklaying, Brickmaking, Ma- 
sonry, Carpentry, Joinery, Painting, and 
Plumbing. With Useful Information 
on the Application and Durability of Ma- 
terials, &c. 7s. 

5. PRINTER'S GUIDE ; con- 

taining a Sketch of the History and 
Progress of Printing to its Present State 
of improvement; Details of its several 
Departments; numerous Schemes of 
Imposition; Modern Improvements in 
Stereotype, Presses, and Machinery. 
2s. 6d. 

6. ENGRAVER'S GUIDE; 

with its Modern Improvements in Steel 
Plates, Lithography, &c. Is. 6d. 

*** These Six Treatises, collectively, form a 
large and interesting Volume, and will be found 
a valuable acquisit ion to Young Mechanics ; they 
may be had, neatly bound in cloth, for 15s. being 
3s. less than when purchased separately . 

7. C ABINET-M AKER'S 

GUIDE ; or, Rules and Instructions in 
the Art of Varnishing, Dying, Staining, 
Japanning, Polishing, Lacquering, and 
Beautifying Wood, Ivory, Tortoise- 
shell, and Metal. By G. A. SIDDONS. 
5th Edition, 3s. Qd. boards. 

" We strongly recommend this as a vade- 
mecum, which should be in the pocket of every 
Cabinet-maker."— Critical Gazette. 

8. DYER'S GUIDE; a Com- 
pendium of the Art of Dying Linen, 
Cotton, Silk, Wool, Muslin, Dresses, 
Furniture, &c. ; the Method of Scouring 



and Bleaching. By T. PACKER, Dyer 
and Chemist. 6s. boards. 

9. VARNISHER'S GUIDE; 

a Practical Treatise on the Art of Making 
and Applying Varnishes, to Painting, and 
to other branches of the Arts. With 
new Observations and Experiments on 
Copal; on the Substances employed in 
the Composition of Varnish. By P. F. 
TINGRY. 6s. boards. 

10. HouSE-PAINTER'S and 

COLOURMAN'S GUIDE; a Treatise 
on the Preparation of Colours, and their 
Application to the different kinds of 
Painting; in which is described the Art 
of House Painting. By P. F. TINGRY. 
3rd Edition, improved, 7s. boards. 

The three following are by 

John Nicholson, Esq. Civil Engineer. 

11. BUILDER'S PRACTI- 

CAL GUIDE ; containingan Explanation 
of the Principles of Science, as applied 
to Building; comprising an entire 
Course of Instruction for Masons, 
Bricklayers, Carpenters, Joiners, Plas- 
terers, Slaters, Plumbers, Glaziers, 
and Painters ; with the Customary Me- 
thods of Estimating, Measuring, and 
Charging. Plates. 7s. boards. 

12. MILLWRIGHT'S 

GUIDE ; a Practical Treatise on the 
Construction of all kinds of Mill Work, 
and the Application of the Power of 
Wind and Water. Plates. 7s. boards. 

is. Practical essay 

on the Construction and Use of the 
STEAM ENGINE, and on the Applica- 
tion of Power from Steam. 2s. 6d. 

14. Practical view of 

the most remarkable Public Works 
and National Improvements of the 
British Empire ; elucidated by Engrav- 
ings of Plans, Elevations, Sections, and 
Details ; including the most striking 
Examples of British Science, Skill, 
Power, Ingenuity, and Perseverance, 
as exhibited in our Bridges, whether of 
Stone or Iron (including Suspension 
Bridges), Canals, Locks, Ports, Piers, 
Docks, Lighthouses, Railways, &c. &c. 
From the French of BARON DUPIN. 
With Twenty-Six Plates. 7s. boards. 



Books printed for Sherwood and Co. Paternoster-Row. 7 



Whittocli 's Painter 's and Glazier's Giiide. 

Decorative painter's and glazier's complete 

GUIDE; containing' the most approved Methods of imitating- Oak, Mahogany, 
Maple, Ro>e, Cedar, Coral, and e\ ery other kind of Fancy Wood ; Verd Antique, 
Dove, Sienna, Porphyry, White, Veined, and other Marbles, in Oil or Distemper 
Colour; Designs for Decorating- Apartments, in accordance with the various 
Styles of Architecture; Directions for Stencilling', and Process for Destroying- 
Damp in Rooms, with Instructions and Patterns for Painting- Transparent Blinds; 
also, a complete Body of Information on the Art of Staining- and Painting- on Glass; 
Plans for the Erection of Apparatus for annealing- it; and the method of joining 
Fig-ures together by leading-, with Examples from Ancient Windows. By 
NATHANIEL WHITTOCK, assisted by the most experienced and practical Artizans 
in every Department of Decorative Painting- and Glazing-. Neatly printed on fine 
wove paper, and illustrated with One Hundred Plates, Forty-Six of which are 
accurately Coloured, the whole forming- a handsome Volume in Quarto, and may 
be had complete, price Sf. 14s. bound and lettered ; or, in Fifty Numbers, by one 
or more at a time, price Is. each. 

*** "A work containing- numerous well-colourf-d and explanatory plates a work which neither 
the Decorative Painttr, Glazier, nor even the Varnisher, should be without ; a work whose copious- 
ness of detail, and accuracy of practical information on the various subjects of which it treals, has no 
rival : hi re the Painter, the Varnisher, the Glazier, and the Glass-stainer, will find uhat no other 
hook contain-, n.unely, directions for the practical application of their respective arts." — Tingry's 
Varnisher's Guide. 

APPENDIX TO THE AEOVE. 

WhittocTi's Designs for Shop Fronts. 
ViEWS of the Most Elegant SHOP FRONTS in LONDON : 

also ORIGINAL DESIGNS; with Observations and Hints for Improving- Shop 
Fronts in general, by giving- them variety an I character, and an appropriate 
style of decoration, in accordance with the several trades carried on within them. 
Selected as a Guide tn the Public, and for the Use of Architects, Builders, Car- 
penters, and Painters, in the Erection of New Houses, or the Altering Old Ones. 
Illustrated with 18 Plates. By N. WHITTOCK, Author of the " Decorative Painter's 
and Glazier's Guide." Elegantly printed in ito.and accurately coloured. Price lGs.: 
or with the Plates plain, 12s. cloth. 



• HaRDWICK'S TRADER'S CHECK-BOOK; for nn.lin- 

at one View, the Amount of any Quantity of Goods Bought or Sold by the Hundred 
Weight or Ton, or by Tale or Measure. Als \ the OILMAN'S ASSISTANT; 
shewing the value of a Ton of Fisu or Seal Oil, from One Farthing to One Pound 
per Gallon; or the Weight of any number of Gallons, from One Gallon to One 
Tun. By R. W. WHITTON. Particularly adapted for the use of GROCERS. 
OILMEN, S UG AR- REFINERS, IRON- FOUNDERS, TALLOW-CHANDLERS, 
SOAP MANUFAC'J UllERS, HOP MERCHANTS, CHEESEMONGERS, DRUGGISTS, 
&c. &c. 

And any Business where Goods are Sold or Bought by the Great Hu?idred, Ton, Tale, 
or Bleasure. Price 3s. 6d. 



BDE'S GOLD and SILVERSMITH'S TABLES; shewing the 

Value of any quantity of Silver or Gold, from 35. to 10s. per oz. ; and from 1/. 5s. to 
bl. 5s. per oz. ; from one grain to 1000 ounces. Tables of Duties as charged on 
Wrought Gold and Silver ; Value of Gold at the Coinage Price; Standard and 
Current Weights of the Gold and Siiver Coinage; Assayer's Mode of Reporting at 
Her Majesty's Mint; Tablrs of the Rate of Exchange, shewing the Value of the 
Coins used in France, Holland, Portugal, and Hambro', with reference to the 
Guinea of England. Third Edition, with Improvements, price Is. — Exceedingly 
useful to all Goldsmiths, Jewellers, Working Silversmiths, Pawnbrokers, and all 
persons dealing in Silver and Gold. 



8 Books printed for Shemvood and Co. Paternoster-Row. 



Alderson on Steam. 
"ESSAY on the NATURE and APPLICATION of STEAM 

to the various purposes of WARMING ROOMS, HEATING DRYING-HOUSES, 
MANUFACTURING SUGAR and SALT, COOKING, &c. &c; the whole of which 
are treated of in such a way as to furnish sufficient information for the manufactur- 
ing of most of the apparatus mentioned. By M. A. ALDERSON, Civil Engineer. 
Illustrated by numerous Plates of Steam Engines employed for manufacturing 
purposes; the propelling of Carriages on Railways, on the common Road, and 
Steam Ships; also Steam Sugar and Salt Manufactories, Warming Apparatus, 
&c. &c. ; with Plates of the most improved Bailers. Svo. price 10s. bds. 

"An Essay, and an Historical Notice of the Rise and prosressive Improvement of this mighty 
vapour power, has been just published, which may be considered the most complete account of it th.H 
has yet proceeded from the press, inasmuch as ft not only traces back its origin, but examines and 
describes all the various discoveries that have been ma le up to the present moment, with the view of 
further developing its almost infinite capabilities. The author of this work is Mr. Alderson, Civil 
Engineer; and for it he received the Prize last year from the Mechanics' Institute. It is not difficult 
to conceive that he merited such a distinction, for he takes a very clear view of his subject, and 
explains himself wiih scientific lucidness and intelligibility, although with unaffected simplicity. 
The question regarding the expediency of establishing Rail-Roads and Steam-Carriages to run oa 
the common highway he discusses with much impartiality. At the present moment, stich a work, 
and its dimensions are very moderate, should be generally consulted." — Mom. Herald, July 12, 1834. 



LEYBOURNE'S TRADER'S SURE GUIDE; containing 

Tables, exhibiting at one view the Amount or Value of any Number or Quantity 
of Goods, from One to Ten Thousand, at the various Prices, from One Farthing to 
One Pound. New Edition, by T. HUGHES, printed with large Figures, 2*. 6d. 



BETTES WORTH'S MINIATURE READY-RECKONER; 

or Trader's Infallible Guide ; — which carries the Farthings and Halfpence farther 
than any other : for the Pocket. By T. HUGHES. Price 1*. bound. 



BETTES WORTH'S TABLES of INTEREST, on 

an enlarged Plan, from \l. to lOOOi. ; from One Day to 100 Days, and for One to 
Twelve Months, at two, two and a half, three, three and a half, four, four and a 
half, and five per cent, per annum: with Tables of Brokerage, and for valuing 
Annuities. New Edition, improved by J. GOODLUCK, 2s. 6d. 



Interest at One View. 
TABLES of SIMPLE INTEREST, at Three, Four, Four-and-a-half, 

and Five per Cent., (or from One to Eight per Cent..) from One to Three Hundred 
and Sixty five Days, in Daily Piogression : also, TABLES of COMMISSION, BRO- 
KERAGE, or EXCHANGE, from One-eighth to Five per Cent., and of Income, 
Salary, Expences, &c. by the Day, Week, Month, or Year. A Time Table of the 
Number of Days, from any Day in the Year to the 31st of December, the period at 
which Interest is usually calculated ; or of the Number of Days from any Day of 
any Month in One Year to any given Day in the following Year ; and several use- 
foil Tables connected with Trade and Business. The whole carefully corrected. 
By THOMAS BOYVYER, Accountant. Price 5*. bound and lettered. 



hooks printed for Sherwood and Co. Paternoster-Roiv. 9 



Dedicated to Sir John Herschel, Bart. 

GRAMMAR of ASTROLOGY, containing all things necessary 

for Calculating a Nativity, by common Arithmetic. Second Edition. By 
ZADKIEL THE SEER. Price 5a. cloth. 

This work will enable any person to calculate his own Nativity, and decide for 
himself, by the modern and improved rules of Astrology, how far that science is 
true or false. The Author calls upon Men of Science to make the experiment; 
believing- that the character, disposition, fitness for any particular employment, 
and general destiny, may be foreknown by the simple rules laid down in this work . 
It contains the Nativity of Lord Byron's Daughter ; and it is a curious fact that this 
Ladv's marriage, which took place in June 18J5, was foretold in the GRAMMAR, 

of ASTROLOGY that the event would happen at the period it really did. With 

the calculations given at length. 

TABLES to be used in CALCULATING NATIVITIES; coin- 

prising Tables of Declination, Right Ascension, Ascenfional Difference, and Polar 
Elevation : also Tables of Houses for London and Liverpool. Computed by 
ZADKIEL, for the Grammar ok Astrology. Prices*. 6d. 

LILLY'S INTRODUCTION to ASTROLOGY; bein<r the whole 

of that celebrated Author's Rules for the Prac tice of Horary Astrology; wherein 
the superstitions of the 17th century have been expunged, and the whole art 
rendered plain and familiar: particularly fitted for the use of learners, and 
accordant with the improved science of the present day. The easy Rules given in 
this Work will enable searchers after truth to decide on the reality of Astrology, 
in a few weeks, by practising Horary Questions. Edited by ZADKIEL, Author of the' 
Grammar of Astrology, Astrological Almanac, &e. 8vo. price 10*. 6d. boards. 

N B. The former editions of William Lilly's Astrology are long since out of 
print, and only to be met with at very high prices. This is printed from the edi- 
tion of 1647, and contains all the Schemes, Facsimiles of the Hieroglyphics of the 
Plague and Fire of London, and a Portrait of the Author. 



Future Events. 

SAPHAEL'S ROYAL BOOK of FATE; QUEEN ELIZABETH'S 

ORACLE of FUTURE EVENTS!!! With a large Plate, containing Sixty-four 
Mystical Emblems, relating to Riches, Love, Marriage, Happiness, Dreams fore- 
told, and all subjects of Fate, Chance, and Mortal Destiny. With Five Thousand 
Answers to the most important Questions of Human Life, performed in a simple 
and pleasing manner, by the art of Sortiligy, by Cards, and by Lots or Points, 
divested of every thing that can render the subject difficult; compiled from an 
old Illuminat ed Manuscript (belonging to the Earl of Essex, who was beheaded for 
high treason in the reign of Elizabeth), and which was known to hare been cow- 
suited by the " Virgin Queen" and her Courtiers, on every momentous occasion . 
Edited by RAPHAEL, the Astrologer of the Nineteenth Century. Third Edition , 
to which is added, Raphael's Nativity, by Zadkiel the Sekr, Author of the " Gram- 
mar of Astrology." 5*. plain, 6s. coloured. 



ZADKIEL'S almanack, and Herald of Astrology; con- 
taining Nativities of eminent Public Characters, numerous Astronomical Predic- 
tions of the Weather for every day in the year. Published aunually, price Is. 



10 Boohs printed for Sherwood and Co. Paternoster-Roiv. 



CRIBB AGE-PL AYER'S TEXT-BOOK: beinjr aNew and 

complete Treatise and easy Guide to a perfect knowledge of that Intellectual Game, in 
all its varieties ; including Anthony Pasqain's scientific work on Five-Card Cribbage. 
By G. WALKER. Price 3s. Gd. bound and gilt, with a Coloured Frontispiece. 



CHESS MADE EASY : a New Introduction to the Rudiments of 

that Scientific asd Popular Game, exclusively for Beginners. Elegantly printed, and 
illustrated with numerous Diagrams. By G. WALKER. Price 3s. 6d. gilt edges. 

" He (Mr. Walker) has done more for Chess than any other man now living- ; nothing could be 
better arranged, or explained, than is the matter of this little Treatise."— Metropolitan Magazine. 



j^EW TREATISE on CHESS. The Rudiments of the Game 

explained on Scientific Principles ; with the best Methods of Playing the 
most brilliant Openings and difficult Ends of Games; including numerous original 
Positions, and a Selection of Fifty New Chess Problems. By G. WALKER. Third 
Edition, corrected and improved. 



SELECT GAMES at CHESS, as actually played by 

PHILIDOR and his CONTEMPORARIES. Now first published, from the "original 
Manuscripts, with Notes and Additions, by G. WALKER. Price 5s. cloth. 



STURGES' GUIDE to the GAME of DRAUGHTS, in which the 

whole Theory and Practice of that scientific Recreation are clearly illustrated ; 
including many Hundred Gaines Played Out, and One Hundred and Fifty. Curious 
Positions displayed on Diagrams. Revised and improved by G. WALKERj 
Price 4s. Gd. cloth. 

" Joshua Starves was the best writer on Draughts that ever appeared. He speut his whole leisure 
in the cultivation of his favourite pursuit. The Game of Drauehts was to him ail in all; and the book 
is a charmin" book of its kind. Tliose who are curious in the matter cannot do better than try some 
of the critical ' positions.' We promise them abundance of sport."— Atlas. 



H GYLE'S CARD GAMES, complete, comprehending Twenty 

Games, including WHIST, CRIBBAGE, ALL FOURS, &c. &c. By T. HUGHES. 1*. 



Books printed for Shcncood and Co. Paternoster-Iloiv. II 



AND WORKS ON AGRICULTURE. 



THE SHOOTER'S ANNUAL PRESENT; containing- PRAC 

T1CAL ADVICE to the YOUNG SPORTSMAN, in every tiling- relating- to the 
FOWLING-PIECE and SHOOTING, and of .Training POINTERS and SETTERS. 
Also, fall Instructions regarding- a SPORTSMAN'S DRESS, and his Comfort, during 
the Shooting Season : Natural History and Habits of all those Animals which con- 
stitute the Objects of Pursuit. Illustrated with Piates by Lgtndseer, and numerous 
Woodcuts. By T. B. JOHNSON. Third Edit, neatly bound and lettered, 9*. 



Johnsonh Sportsman^ Dictionary. 
A NEW AND ORIGINAL WORK, entitled, 

THE SPORTSMAN'S CYCLOPAEDIA; com- 

prehending the Scientific Operations of the Chase, the Course, and of all those 
Diversions and Amusements which have uniformly marked the British character, and 
which are so extensively pursued by the present generation ; including the Natural 
History of all those Animals which are the objects of pursuit : with illustrative Anec- 
dotes. By T. B. JOHNSON, Author of the " Shooter's Companion," &c. In one large 
volume, 8vo. illustrated with numerous highly-finished and emblematical Engravings, 
price 'Ms. 6d. bound in cloth. 

The Alphabetical Arrangement of this work will afford every facility to the reader, 
and its leading features will be found to contain the whole art of HORSEMANSHIP, 
or the Science of Riding. — The DOG, in all his Varieties, with his Diseases, manner of 
Cure, and the mode of Breeding and Training him for the different Pursuits ; Direc- 
tions for entering Hounds and HUNTING the Fox, Hare, Stag, &c— The Science and 
Practice of SHOOTING FLYING ; as well as every information relative to the use of 
the FOWLING-PIECE. -COURSING : with Notices of celebrated Greyhounds.— The 
RACE-COURSE, with its Operations, in all their Varieties; of Breeding and Training 
the Racer: with particular Notices of the most distinguished Running Horses.— The 
COCK-PIT, and Management of Game Cocks.— The whole art of ANGLING and 
FISHING, in all their different forms, Ac. 

For the accommodation of the Public, the Sportsman's Cyclopaedia may be 
had in 12 Parts, by one or more at a time, price 2s. Grf. each. 



THE GAMEKEEPER'S DIRECTORY, & COMPLETE VERMIN 

DESTROYER: containing Instructions for taking or killing ull kinds of four-footed 
and winged Vermin ; Instructions for the Preservation of G.tme ; of Hatching the 
Eggs of Partridges and Pheasants, and rearing the Young ; taking Wild Fowl and 
Fen Birds; Means of pre venting Poaching. By T. B. JOHNSON. With Illustrative 
Engravings, price &$. 6rf. boards. 



] 2 Books printed for Sherwood and Co. Paternoster-Row. 
JOHNSON'S HUNTING DIRECTORY; containing Instructions 

for Breeding and Managing the various kinds of Hounds, particularly Fox-Hounds ; 
their Diseases,, with a certain Cure for the Distemper. The Pursuit of the Fox, the 
Hare, the Stag, &c The Nature of Scent considered and elucidated. Also, 
Notices of the Wolf and Boar Hunting in France ; with a variety of Illustrative 
Observations. Handsomely printed in Svo. price 9s. boards. 



THE TURF GUIDE & EXPOSITOR; containing Advice for Breed- 
ing and Training for the Turf; Remarks on Training, Trainers, Jockeys ; Cock- 
tails, and the System of Cocktail Racing illustrated ; the Turf and its Abuses; the 
Science of Belting, so as always to come off a Winner, elucidated by a variety of 
Examples ; and every other Information connected with the Turf. By C, F. 
BROWN. PriceG.9. 



A DISSERTATION on the NATURE of SOILS, and the 

PROPERTIES of MANURE; with full Instructions for making Sixteen Varieties 
of a Universal Compost, which will be found a valuable substitute to supply the 
place of Dung, as a Dressing for all Descriptions of Soil, and which renders Arable 
and Pasture Lands fruitful, keeps the Ground clean, in good Heart, and in a healthy 
Condition; which is managed in the most easy manner, at One-tenth Cost of 
Manuring with Dung. Price 6s. 

*** From the extreme simplicity in making this " Universal Compost,"the mode- 
rate expense at which it can be obtained, and the benefit it will confer on the 
industrious Husbandman, its general use in every par t of the British Empire may, 
with certainty, be anticipated ; and if Experimental Farms were established in 
different di-stricts throughout Great Britain, under the fostering care of Govern- 
ment, the plan here laid clown would do much towards improving the internal state 
©f the country. — British Farmer's Mag. 



Practical hints for laying down or improving 

MEADOW and PASTURE LAND. Illustrated with coloured Plates of such Grasses 
as are of the must nutritious Property, and best adapted for Dairy Pastures, Hay, 
Green food, or for feeding and fattening Stocks; with full Instructions for Sowing, 
and the best Seasons for performing it. By WILLIAM CURTIS. Price 8*. 



Sir John Sinclair on Agriculture. 
THE CODE of AGRICULTURE; including Observations on 

Gardens, Orchards, Woods, and Plantations. By the Right Hon. Sir JOHN 
SINCLAIR, Bart. Fourth Edition, in one large vol. 8vo. price 11. in boards. This 
Edition is considerably improved by a number of valuable Remarks, communi- 
cated to the Author by some of the most intelligent Farmers in England and 
Scotland. 

The subjects particularly considered are— 

1. The Preliminary Points which a Farmer ought to ascertain before he 
undertakes to occupy any extent of Land. 
9. The Means of Cultivation which are essential to ensure its success. 
S. The various Modes of improving Land. 
4. The various Modes of occupying Land, 
e. T.fee Means of improving a Country. 



V 



Books printed for Sherwood and Co. Paternoster- Row. 13 



BRITISH FIELD SPORTS ; embracm? Practical Instruc- 

tions in Shooting, Hunting, Coursing, Racing, Fishing, &c; with Observations on 
the Breaking- and Training of Dog-s and Horses ; also, the Management of Fowling- - 
pieces, and all other Sporting Implements. By WILLIAM HENRY SCOTT. 

**.* This work is beautifully printed on fine paper, and illustrated with upwards 
of Fifty highly- finished Engravings, Thirty-four on Copper, executed in the most 
characteristic style of excellence, by those Eminent Artists, Scott, Warren, 
Greig, Tookey, Davenport, Ranson, and Webb, from Paintings by Reinaglr, 
Ci,ennell, Elmer, and Barrenger; the remainder cut on Wood by Clennelt., 
Thompson, Austin, and Bewick. The author's object has been to present, in 
as compressed a form as real utility would admit, Instructions in all the various 
Field Sports in Modern Practice ; thereby forming a Book of General Reference 
on the subject, and including in one volume what could not otherwise be obtained 
without purchasing many and expensive ones. — In demy 8vo. price 11. 18*.; or in 
royal Svo. 31. 3s. boards. 



THE SPORTSMAN'S REPOSITORY: comprising a Series of 

highly-finished Engravings, representing- the Horse and the Dog in all their varie- 
ties, accompanied with a Comprehensive Historical and Systematic Description of 
the different Species of each, their Appropriate Uses, Management, Improvement, 
&c; interspersed with interesting Anecdotes of the most celebrated Horses and 
Dogs, and their Owners ; likewise a great variety of Practical Information on 
Training, and the Amusements of the Field. By the Author of " British Field 
Sports." Price c il. 12*. fid. beards; or with Plates on India paper, il. 4*. bound 
in russia. 



Just published, 

B OW TO BUY A HORSE ; containing- Instructions for the choice 

or rejection of a Horse from his Shape, Appearance, Action, Soundness, or Defects : an 
exposition of the tricks frequently practised in the sale of Unsound Horses, and Practi- 
cal Directions for the improvement and maintenance of condition by Feeding, Stable 
Management, Exercise, &c. ; 111 istrated by Woodcuts showing the nature of several 
diseases to which the Horse is subject. Small Svo. 6s. cloth. 



Shelleifs Complete Cow-Doctor. 
A PRACTICAL TREATISE on the BREEDING COW, and 

EXTRACTION of the CALF, before and at the time of CALVING; in which the 
question of difficult Parturition is considered in all its bearings, with reference to 
facts and experience ; including Observations on the Disease of Neat Cattle 
generally. Containing profitable Instructions to the Breeding Farmer, Cow- 
keeper, and Grazier, for attending to their own Cattle during Illness, according 
to the most approved modern Methods of Treatment, and the Application of long- 
known and skilful Prescriptions and Remedies for every Disorder incident to 
Horned Cattle. The whole adapted to the present improved state of Veterinary 
Practice. Illustrated with Thirteen highly-finished Engravings. By EDWARD 
SKELLETT, Professor of that part of the Veterinary Art. Price l8s. plain; \L 7s. 
coloured. 

"We have now before us a work which will be found a very useful addition to the Farmer's 
Library ; it is communicated in a plain and familiar style, and is evidently the result of long expe- 
rience and observation, made by a practical man. Every person connecud with Live btock shoatd 
be acqsainted with its contents, but to the Veterinary Practitioner it is invaluable." 

Farrier's Journal, 



14 Books printed for Shcriuood and Co. Paternoster-Row. 



THE GRAZIER'S READY RECKONER; or, a Useful Guide for 

Buying and Selling Tattle; being a complete Set of Tables, distinctly pointing 
out the Weight of Black Cattle, Sheep, and Swine, from Three to One Hundred and 
Thirty Stones, by Measurement; with Directions showing the particular Parts where 
the Cattle are to be measured. By GEORGE RENTON, Farmer. New Edition, 
correc ted, price 25. 6d. 



A TREATISE on the TEETH of the HORSE; showing its Age 

by the Changes the Teeth undergo, from a Foa! up to Twenty-Three Years Old, 
especially after the Eigth Year. Translated from the French of M. GIRARD, 
Director of the Royal Veterinary School at Alford, by T. J. GANLY, V.S. 11th 
Light Dragoons. Price 3*. 6rf. ; or with the Plates coloured, 4s. 6d. boards, 

*** This work is strongly recommended by Professor Coleman, in his Lectures, to 
the attention of persons studying the Veterinary Profession, and who may wish to 
be well acquainted with the Horse's Age. 

" The ahovc useful Treatise is calculated to be of considerable service in the preSenl state of oui 
knowledge. We recommend the work to the Amateur, the Practitioner, anJ the Veterinary 
Student." — Lancet. 



THE GROOM'S ORACLE, and POCKET STABLE DIREC- 

TOKY ; in which the Management of Horses generally, as to Health, Dieting, an I 
Exercise, are considered, in a Series of Familiar Dialogues between two Groonu 
engaged in Training Horses to their Work, as well for the Road as the Chase and 
TuVf. With. an Appendix, including the Recent-Book of John Hinds, V.S. Second 
Edition, considerably improved, embellished with an elegant Frontispiece, painted 
by S. Aiken, price 7s. cloth. 

*** This enlarged edition of the "Groom's Oracle" contains a good numbero^ 
uow points connected with training prime horses ; and the owners of working 
cattle, also, will find their profit in consulting the practical remarks that are 
applicable to their teams; on the principle that health preserved is better than 
disease removed. 



Outlines of the veterinary art ; or, a treatise 

on the ANATOMY, PHYSIOLOGY, and CURATrVE TREATMENT of the DIS 
EASES of the HORSE, and, subordinate! v, of those of Neat Cattle ami Shee* . 
Illustrated by Surgical and Anatomical Plates. By DELABERE BLAINE. The 
Fifth Edition, considerably improved and increased by the introduction ofman> 
new and important subjects, both in the Foreign and British practices of theart 
and by the addition of some new Figures. 8vo. 21s. cloth. 

CANINE PATHOLOGY ; or, a Description of the DISEASES oi 

DOGS, Nosologically arranged, with their Causes, Symptoms, and Curative Treat- 
ment; and a copious Detail of the Rabid M alvdy : preceded by a Sketch of tht 
Natural History of the Dog, his Varieties and Qualities ; with practical Direction 
on the Breeding, Rearing, and salutary Treatment of these Animals. Fourti 
Edit, revised, corrected, and improved. By DELABERE BLAINE. 8vo. 9s. bdi . 



Bucknall on Fruit Trees, and the Husbandry of Orchards. 
THE ORCHARDIST; or, a System of Close Pruning and Medi- 

cation for Establishing the Science of Orcharding: containing full Instructions for 
the making- of Manure, preventing the Blight, Caterpillars, and for the preserving 
Trees from the effects of the Canker, as patronized by the Society for the Encou- 
ragement of Arts, Manufactures, and Commerce. By the late T.S.D. BUCKNALL, 
Esq. M.P. In-Svo. price bs. boards. 

*** This work obtained for the Author the Prize Medal and Than.KS of the above 
Society. Only very few copies remain on hand. 



Books printed fur Sherwood and Co. Paternoster-Rav. 15 



FOR EVERY HOUSE AND FAMILY. 



Jennings' 1 Cook's Guide. 

Just published, 

TWO THOUSAND FIVE HUNDRED Practical RECEIPTS 

in every branch of FAMILY COOKERY ; in which the art of preparing Food and Drink 
for the Human Stomach is simplified and explained, in accordance to the best know- 
ledge of the age, and most conducive to the health and happiness of our species; with 
proper Directions for 

Roasting I Frying Stewing I Sauces I Confectionary I Potting I Brewing 
Boiling Baking Soups Gravies Conserves Medicinal MadeWiues 

Broiling [ Hashing Made Dishes | Puddings | Pickling ] Cookery | Distillation 

fyc. §r.. §c. 

With an Historical Introduction on the Art of Cookery, from the earliest periods to 
the present time: On the Duties of Cooks and other Servants; Observations on 
the Implements, &c. employed in Cooking ; Instructions in the Art of Carving, for 
Marketing, and for Trussing. By JAMES JENNINGS, Author of the Family Cyclo- 
paedia. Containing nearly 600 pages, price 7s. 6d. cloth. 



Moubray on Poultry* Pigs, and Cows. 
A PRACTICAL TREATISE on BREEDING, REARING, and 

FATTENING all KINDS of DOMESTIC POULTRY, PIGEONS, and RABBITS: 
also on Breeding, Feeding, and Managing Swine, Milch Cows, and Bees. Bv 
BONINGTON MOUBRAY, Esq. Seventh Edition, enlarged by a Treatise on Brew*- 
ing, on making British Wines, Cider, Butter, and Cheese, and Country Concerns 
generally; adapted to the Use and Domestic Comforts of Private Families. 
Illustrated with new and -original Drawings from Life, coloured from Nature of 
the various breeds of Fowls and Animals, 'is. Crf. cloth boards. 

" This is unquestionably the most practical work on the subject in our language, and the informa- 
tion is conveyed in plain and intelligible terms. The convenience of a small poultry-yard ■ two or 
three pigs, with a breeding sow, and a cow tor cream, milk, butter, and cheese", i'n an ' English 
country-house, appears indispensable ; and to point out Inw these may be obtained, at a reasonable 
expense, seems to have been Mr. Moubray's object. He is evidently a good practical farmer tho- 
roughly conversant with rural economy in all its branches; his book is written in a li<*ht Mvelv 
Kitchener style; and, i ike the works of that celebrated gastronome, conveys, , it least^ a's much 
imusement a's information. Were any testimony wanted as to its practical' utility, it would be 
found in the declaration of an eminent rural economist, Sir John Sinclair, w ho pronounces it ' 1 the 
best work hitherto printed' on Hie subject of which it treats. It is particularly calculated for the 
Colonies, Canada, and United States, the West Indies, New South Wales, and Van Dieman's 1 and " 
— Farmer's Journal. 



English and Foreign Funds. 
A COMPENDIUM of the ENGLISH and FOREIGN FUNDS 

and the principal Joint-Stock Companies; forming an Epitome of the various objects 
of Investment negotiable in London, with some account of the internal debts and 
revenues of the Foreign States, and Tables for calculating the value of the 
different Stocks, &c. Second Edition, with additions. BvC.FENN. 12mo. 5s. cl 



16 Books printed for Sherwood and Co. Paternoster-Row. 



A Valuable Present for Servant Maids. 
FEMALE SERVANT'S GUIDE and ADVISER; or, the 

SERVICE INSTRUCTOR. Illustrated with Plates, exhibiting the Method of Setting 
oat Dinner Tables. Price 3s. 

This work has an emphatical claim to the sanction of Masters and Mistresses, as, 
by its direction and instructions, Servants are enabled to perform the various occu- 
pations of service in an efficient and satisfactory manner, and are informed of the 
methods of occasioning Largk Pavings in the Management and Use of their Employ- 
ers' Household Property and Provisions: in fact, it embraces the interest and 
welfare of the great family of Mankind— MASTERS and SERVANTS. 

" By the present of a copy of the work to each of their servants, employers may safely c^lcuhrte 
oo the saving of many pounds a year in their expenditure"— Taunton Courier. 



KVERY MAN HIS OWN BREWER. A Practical Treatise on 

BREWING, adapted to the Means of Private Families. By BONINGTON 
MOUBRAY, Esq. Price Is. sewed. 



FAMILY DYER and SCOURER; being- a Complete Treatise 

on the Arts of Dyeing and Cleaning every Article of Dress. By WILLIAM TUCKER 
late Dyer and Scourer in the Metropolis. Fourth Edition, considerably improved, 
4»\ 6d. bds. 

" ' 'I he Family Dver and Scourer' contains much valuable informa'ion relative to dyeing and clean- 
ing every artic It- of dress, whether made of Wool, Cotton, Silk, Flax, or Hair ; also, Bed and Window 
Furniture, Carpets, Hearth-Hugs, Counterpanes, Bonnets, Feathers, &c. In all of which a very con- 
siderable sa\ iug will be obsened, if the rides laid down be adopted; as it is frequently the case 
that clothes and furniture are thrown aside in a dirty state as useless, which, by being dyed atd 
cleaned, may be worn or used much longer." — Taunton Courier. 



FAMILY CYCLOPEDIA; a Code of USEFUL and 

NECESSARY KNOWLEDGE in DOMESTIC ECONOMY, AGRICULTURE, CHE- 
MISTRY, and the ARTS ; including the most approved Modes of Treatment of 
DISEASES, ACCIDENTS, and CASUALTIES. By JAMES JENNINGS, Esq. In 
one large volume, Svo. price 11. r >s. in boards. 

This very useful work contains upwards of fourteen hundred closely-printed 
pages, comprising as much matter as is frequently contained in six ordinary-sized 
octavo volumes. The following are the opinions of the Reviewers on its merits : — 
" As a book of daily ref erence the FAMILY CYCLOPiEDlA is really invaluable; 
it forms a portable Library of Useful Knowledge, of easy reference, and contains 
a great variety of information not to be fouud in other works of similar pretensions, 
and ot greater iragnitude." 

" It contains l&rge mass of information on subjects connected with the Domestic 
Economy of Life. . u matters of Science and the Arts, the selections are all from 
sources of the bes& a uthority, and treated in a clear and familiar manner. As a 
book of daily reffev esce in the common concerns of life, its great practical utility 
will no doubt er.»i»/e it a ready introduction, and a favourable reception in 
every intelligent^ aily." 

" The able maitt«?F in which this work is executed affords satisfactory evidence 
that the editor is thoroughly acquainted with the subject. It is a valuable 
multum inparvo." 



ART of BREWING on SCIENTIFIC PRINCIPLES. 

Adapted to the Use of Brewers and Private Families; with the value and im- 
portance of the Saccharometer. The whole system of Ale, Table Beer, and 
Porter Brewing, and the Names and Proportions of the various Ingredients used 
by Porter Brewers (but prohibited by the Excise) made public. To which are 
added, Directions for Family Brewing ; making Cider, Perry, Home-made Wines, 
&c. &c. Price 3s. 6d. 
" A great body of practical information compressed into a small volume."— Monthly Critical (iaz. 



Books printed for Sherwood <$f Co. Paternoster-Row. 17 



Shaw's Domestic Lawyer. 
EVERY MAN HIS OWN LAWYER ; a Practical and Popular 

Exposition of the Laws of England: containing the requisite Legal Information 
relative to every possible Circumstance and Situation in which Persons can be 
placed in the ordinary occurrences of Trade aud Social Life. Particularly those 
relative to 

Landlord, Tenants and Lodgers, Arrest and Distress. 
Marriage, Seduction, Adultery, Divorce, and Bigamy. 
Husband and Wife, Parent and Child, Guardian and Ward. 
Wills and Codicils, Executors, Administrators, and Legatees. 
Auctioneers, Appraisers, Contractors, Principal, Agent or Factor. 
Clergy, Churchwardens, Overseers, Constables, Highway, and Poor. 
Insurance on Lives, Fire, and Marine. 

Partnerships, Masters, Apprentices, Servants, and Workmen. 
Felonies, Forgeries, Embezzlement, and Blasphemy. 
Bankrupts, Insolvents, Trustees, and Bills of Exchange. 
Hawkers and Pedlars, Carriers, Warehousemen, and Wharfingers. 
Average, Arbitration, A ward, and Set-Off. 
Real Property, Innkeepers, and Game Laws. 
Including the important Acts of last Session. By JAMES SHAW, Esq. 
Price 9s. bound in cloth. 



S HAW'S CONSTABLE & POLICE-OFFICER'S COMPANION 

and GUIDE; containing the Duties, Powers, Responsibilities, Indemnity, Remu- 
neration, and Expenses of those Officers. Price 4s. 



COTTAGERS FRIENDLY GUIDE in Domestic Economy < 

compiled for the use of the Industrious Poor. Price 6d. or 5*. per dozen. 

*' We feel it our duty to call on ail persons who are interested in alleviating: the afllictions, and 
compensating- the privations of their suffering fePow creatures ; on all who would wish to see a ret 
toration of that right feeling of one class of society towards another, on which their preservation ot 
social order depends— we call on all such to rouse i heniselves from the culpable apathy which has 
hitherto restrained them from virtuous and necessary exertion, to co-operate in the distribution of % 
work such as this, and to furnish means for the practical application of its useful lessons." 

British Fanner's Mgazine, Feb. 1332. 



Universal, commercial, and polite letter- 
writer; or a complete and interesting Course of Familiar and Useful Correspon- 
dence. In Four Parts: — 

1st. Education. — Epistolary Rules ; Observations on Style, Grammar, &c. ; In- 
structions for Addressing Persons of all Ranks; Forms of Complimentary 
Cards : Juvenile Correspondence, &c. in a Series of Original Letters, from 
Parents, Teachers, Pupils, &c. 
2nd. Business. — Useful Forms in Law, Forms of Bonds, Indentures, Deeds, Letters 
of Attorney, Wills, Petitions, &c. : in a Series of Letters from Merchants, 
Tradesmen, Creditors, Debtors, &c. 
3rd. Miscellaneous. — Public Correspondence on various Topics, partly original 

and partly selected. 
4th. Familiar Subjects, Love, Courtship, Marriage, &c. 
Adapted to the use of both Sexes. By the Rev. JOSEPH POTTS, M.A. 2s. 6d. bound. 



Dr. Scotfs Family Medical Adviser. 
THE VILLAGE DOCTOR; or, Family xMedical Adviser, 

describing, in a plain and familiar manner, the Symptoms of all the Disorders to 
which the Human Frame is subject, including the Diseases of Women and Children; 
with a Method of Treatment; containing Four Hundred Prescriptions, arranged 
for Domestic Economy and general convenience. Eighth Edition, considerably 
improved, 6s. By JAMES SCOTT, M.D. lSwo. b S . cloth. 



18 Books printed for Shenvood Co. Paternoster-Row. 



A PLAIN and PRACTICAL EXPOSITION of the LAW of 

LANDLORD and TENANT; with a Summary of the Statutes and Decided Cases 
relative lo Assessed Taxes, the Poor, Sewer, Watching, Lighting, Paving, Highway, 
County, and Church Rates. With Precedents of Leases, Agreements, Assignments. 
Notices, &c. &c. &c. By CHARLES JOHN COPLEY, Esq. of the Honourable 
Society of the Middle Temple. Price hs. 6d. 

*■** This work is distinguished for its clear arrangement and its plain and unaffected 
style; and, from the completeness of the information it affords, is adapted for the use 
of the Profession of the Law, as well as for that of the public in general. In it the 
many erroneous misapprehensions generally but improperly received and admitted as 
Law, as to Landlords' Rights and Authority, and Tenants' Liabilities, are shewn to be 
unfounded and illegal. 



Dickson's Law of Wilts and Executors.- 
PLAIN and PRACTICAL EXPOSITION of the LAW of WILLS ; 

with an ABSTRACT of the NEW LAW, I. VICTORIA c. 2^ ; with necessary 
INSTRUCTIONS and useful ADVICE to TESTATORS, EXECUTORS, ADM1- 
NISTRATOKS, and LEGATEES ; and of the Consequences, of Intestacy; also, 
Directions respecting the Probate of Wills, and the taking out Letters of 
Administration; the Method of obtaining a return of the Administration and 
Probate Duty, if overpaid ; and Forms of Inventories to be taken by Executors ; 
with Precedents for making Wills, Codicils, Republications, &c. By R. DICKSON, 
Esq. of the Honourable Society of Gray's Inn. New and Improved Edition, 5s. 6d. 

" Hp resard Mr. Dickson's publication as a book which no family above the lowcstgradein society 
should be witl-.out. And to the lawver as well as the general reader, it will be found a useful and 
valuable publication."— Atkemeum. 



Guide to the Public Funds. 
FORTUNE'S EPITOM E of the STOCKS and PUBLIC FUNDS ; 

containing fac>:s and events relative to the Stocks, Funds, and other Government Secu- 
rities, necessary to he known by all persons connected therewith, or who are desirous of 
investing their capital ; with every necessary information for perfectly understanding 
the nature of these Securities, and the mode of doing Business therein; including a 
full Account of every Foreign Fund and Loan, the Dividends of which are payable in 
London. Fourteenth Edition, revised and corrected by J. FIELD, Jan. of the Stock- 
Exchange. Price 6s. cloth. 



Printed uniform with the Million of Facts. 

ARTS of LIFE and CIVILIZATION ; with Accounts of all the 

USEFUL PRODUCTS of NATURE and INDUSTRY, and Practical Details of 
Processes in Manufactures, Chemistry, Pharmacy, Building, Mechanics, and other 
Social Sciences, alphabetically arranged, according to the best Authorities and 
latestDiscoveries. In 1400 columns of Nonpareil type, forming a very thick volume 
in duodecimo. By SIR RICHARD PHILLIPS. Price 14*. cloth. 

It is a work of Processes, and of Practical Details relative to whatever men do 
in Society; and it applies, in a satisfactory manner, to every pursuit of Profit, 
Industry, and Production, from the Workshop to the Laboratory, from the Kitchen 
to the Boudoir, and from the Farm to the Ornamental Garden On all these sub- 
jects it is a perfect Library of Indispensable and Constant Reference. 

" I have often regretted that we have not such a Dictionary of the Chemical, Me- 
chanical, and Useful Arts, practised in civilised Society, as would enable a willing 
Savage, or a barbarous People, at once to profit by al! our discoveries."— Franklin. 



Boohs 'printed for Shenvood <Sf Co. Paternoster-Row. 19 



Letters to a Mother. 
DIA, (the felicity of having' healthy children,) beins* - 

LETTERS to a MOTHER, on the WATCHFUL CARE of her INFANT, in 
reference to the NURSE, COLD, DAMP, the OPEN AIR, and CLOTHING ; of 
INFANTILE DISEASES in general, and the Remedies: containing' cogent rea- 
sons for the mother being the nurse of her own children. By a PHYSICIAN. 
Price 3s. 6d. bound and gilt. 

" This may be considered as the book of physical Education, and embraces a subject of the highest 
importance to every mother. Although the volume appears to have been written en des bouts de temps, 
there is, nevertheless, ' much method in it;' and, what is of some importance in a work of this kind, 
a degree of freedom, which shows it to have been written, ' con amove,' with a perfect knowledge 
of the subject by the author. The duties of a mother and wet-nurse are succinctly and briefly laid 
down; and the chapters on ihe early detection of infantile disease are calculated to afford much 
valuable information on points of vital importance to the young. A philosophic and Christian spirit 
breathes through the woik : and there are none who are, or who are likely to become mothers, but 
will be interested in its contents; we therefore cordially recommend it to all 'sorts and conditions 
of women." — Educational Magazine, Al'ril 1836. 

" It is a little volume exempt from quackery, and admirably calculated to impress upon a mother 
not merely the duties to her infant, but to teach her a great variety of lessons, which every affec- 
tionate bosom will delight to study and Liierish."— Monthly Review, April 183(5. 



Death Blow to Fraud and Adulteration. 

D.EADLY ADULTERATION ant! SLOW POISONING UN- 
masked; in which the blood-empoisoning' and life-destroying- Adulterations of 
the Necessaries and Luxuries of Life, particularly Wines, Spirits, Beer, Bread, 
Tea, Confectionary, and Medicines, are discovered : with ready Tests or Methods 
for detecting the Fraudulent Adulterations, or the Good and Bad Qualities. New 
Edition. By AN ENEMY OF FRAUD AND VILLANY. Price 5s. bound in cloth. 

" The use and excellence of this arin.irable volume should be known to every person who values 
health and life."— Monthly Gazette of Health. 

" We have not lately met with a volume which contains more useful information and amusing 
matter than the present one."— Monthly Review. 



Sir John Sinclair on Health and Long Life. 
THE CODE of HEALTH and LONGEVITY; or, a General 

View of the Rules and Principles for Preserving He/Ylth and Prolonging Life. By 
the Right Hon. Sir JOHN SINCLAIR, Bart. Fifth Edition, in one large volume, 
Svo., illustrated with Seven Portraits of Celebrated Persons who attained Extra- 
ordinary Ages. Price 20s. 

%* Four heavy and expensive Editions of Sir John Sinclair's " Code of Health" 
have stamped its merit and utility : it is the most comprehensive and useful 
work on Health and Longevity yet published, and has been the storehouse from 
which all subsequent writers have extracted much valuable information. 

" The art of preserving health, and giving longevity to man, forms a link in that chain of useful 
pursuits to which you have deioted all your lime." He adds," .My obligations for the communica- 
tion of your interesting thoughts upon th'is subject, are augmented by the 'advantage and information 
1 have derived by perusing them.''— The Baron I)' Edelerautz. - 

" Many subjects are considered in a new point of view; many new and remarkable facts are in- 
troduced: on the whole the states) the author has communicated the most important results 
regarding the effects of external substances on health.' 7 — Dr. Spreugle's Preface to his Translation 
oj this work into German. 

"The subject is of the greatest importance. The work I have read with great satisfaction, and 
the observations which it contains are very important."— Dr. Matthew Baillie. 



Brewing and Malting. 

Practical treatise on brewing the various 

SORTS of MALT LTQUOR, and the mode of using the Thermometer and Saccha- 
rometer rendered easy to every capacity : forming a complete Guide in brewing 
LONDON PORTER, BROWN STOUT, and every other description of Ale and 
Beer. To which are added, General Instructions for making Malt. By ALEX. 
MORRICE, Common Brewer. Eighth Edition, 8vo. 8s. 



20 Bocks printed for Sherwood and Co. Paternoster-Row. 



Sturges's Publican'' s Ledger. 
PUBLICAN'S JOURNAL and LEDGER, on an ordinal 

Plan; much approved by the Commissioners of the different Courts of Requests: 
to which are added, a New Set of Tables calculated by Mr. William Tate, for 
Gauging Casks of every usual Dimension, whereby the Quantity in Gallons and 
Quarts is instantly shown, by taking the wet Inches: also, a Summary of the 
Laws affecting Publicans and Innkeepers, with Useful Hints lo Publicans in 
General. Ky JOSHUA STURGES, Authorof a Treatise on the Game of Draughts. 
Anew Edition, with Improvements. Price, for Owe Year, 3s.9d. sewed, or bs.6eL 
half-bound; for Two Years^ 9s.6d.; and for Three Years, 13s. half-bound. 



VlNTNER'S, BREWER'S, SPIRIT MERCHANT'S, and Li- 
censed VICTUALLER'S GUIDE and INSTRUCTOR; containing an extensive 
Collection of approved RECEIPTS, (many of them never before published), for 
MANUFACTURING WINES, MALT LIQUORS, CiDER, PERRY, VINEGAR, 
SPIRITS, LIQUORS, ESSENCES. CORDIALS, and COMPOUNDS, in accordance 
with the present improved PRACTICE; IMPORTANT HINTS on CELLARING, 
and the general Management of all the Articles enumerated ; Abstracts of the 
Laws affecting Innkeepers, with various Tables, and Miscellaneous Matter for 
constant Reference. Arranged with particular attention to the Interests of the 
Trahf. as well as for ihe nse of Private Families and Gentlemen's Butlers, &c. 
By a PRACTICAL MAN. Fifth Edition, 12mo. 7s. cloth. 



Clarke's CompleteC ellarman, fyc. 

Publican and innkeeper's practical guide, and 

WINE and SPIRIT DEALER'S ASSISTANT; containing the most approved 
methods of Managing, Preserving, and Improving Wines, Spirits, and Malt 
Liquo;>; the Composition and Management o( Cordials and Compounds ; Practical 
Instructions for the advantageous Selection, Sale, and Purchase of Wines and 
Spirits; deduced from long and extensive experience in the Management of large 
Wine and Spirit Vaults; with particular Directions for Mixing, Reducing, and 
Improving the Quality of Wines, Spirits, &c. The Laws and Excise Regulations 
affecting Publicans and Wine and Spirit Dealers; the Statutes for Quartering 
and Billeting Soldiers ; the Post-Horse Duties and Regulations; and Precaution- 
ary Instructions to Persons entering into the Public Line* By WILLIAM 
CLARKE. Price 7*. cloth. 



Dubrunfaut on Rectification and Distilling, 

Complete treatise on the whole art of distil- 

LATION, with Pr actical Instructions for preparing Spirituous Li<icoRS from Corn, 
Potatoes, Beet-Roots, and other Farinaceous and Sugary Vegetables; particu- 
larly useful to MALTSTERS, BREWERS, and VIN F.GAR MAKERS. Also, the 
ART of RECTIFICATION, in which is particularly treated the nature of Essential 
Oils, as the influential causes of the Tastes and Flavours of Spirits. From the 
French of DUBRUNFAUT, by JOHN SHERIDAN. To which is prefixed, the 
DISTILLER'S PRACTICAL GUIDE, wiih genuine Receipts for makin? RUM, 
BRANDY, HOLLANDS, GIN, and all sorts of Compounds, Cordials, and Liquors. 
Illustrated with numerous Cuts of improved Apparatus used in Distillation. Price 
12s, in cloth. 



DODSLEY'S ORIGINAL CELLAR-BOOK; or, the Butler's 

Assistant in keeping a regular Account of his Wines, Liquors, &c. ; exhibiting 
at one view, the receipt of wine, the consumption, and the stock in hand. Price 
is. 6d, Published Annually. 



Books printed for Sherwood and Co. Paternoster-Row. 21 



Rev. W. D. Conybeare's Lectures. 
ELEMENTARY COURSE of THEOLOGICAL LECTURES, 

in Three Parts.— Part I. On the Evidences of Religion, natural and revealed. — 
II. On the Criticism and Interpretation of the Bible.— III. On the peculiar Doc- 
trines of Christianity. Delivered in Bristol Colleg-e, by (he Rev. W. D. 
CONYBEARE, F. R. S., Corresponding Member of the Institute of France, 
&c. &c. A New Edition, considerably improved, price 8s. cloth, lettered. 

" Wc are glad to see the waxing popularity of this volume : it speaks well for the public, Such a 
woTk every man of any education should read, for every man may un lerstand, and almost evt-ry man 
can afford to obtain it."— Gentleman's Magazine. 

" Mr. Conybeare ha< collected much valuable information in a small compass, and his work will be 
found of service to Biblical students."— Christian Observer. 

" The ciitical Lectures of (he Rev. W. D. Cunybeare, delivered at the British College, as Manuals 
for Theological Students, are beyond praise."— Monthly Review. 

" It is a work of profound learning, in union with sound orthodoxy, unaffected candour a 'id libe- 
rality, and a truly catholic spirit."— Eclectic Review. 



Dr. Thornton'' s Botany for Youth. 

Easy introduction to the science of botany, 

through the medium of Conversation between a Father a id his Son. By R. J. 
THORNTON, M.D. late Lecturer on Botany at Guv's Hospital. Price Ps. bds., 
or with the plates coloured, 8s. 

" Calculated to initiate the student, by easy gradations, into a systematic acquisition of the prin- 
ciples of ibis pl-asing department of science. Fiie terms of irt are familiarly explained with refer- 
ence to their etymology ; a.nd the work is enriched throughout with much useful and agr.-eable in- 
formation, the subject being so treated as to induce a habit of arrangement, and a perception of 
order, distinction, and subordination."— Gent. Mag. 



BahewelVs Introduction to Mineralogy. 
AN INTRODUCTION to the STUDY of MINERALOGY; or, 

The Student's Pocrft Companion, to facilitate an acquaintance with this elegant 
and refined Science. By J. it. BAKEWELL, E*q. K.G.S. C.E. &c. Illustrated 
with Engravings of the longitudinal and transverse Section of a Tin and Copper 
Mine. Price Is. or wi h the Plates coloured, 8*. 

*** Al\ persons who wish to become acquainted with the Science «f Mineralogy, 
will find this volume a valuable acquisition. The proprietors of estates, the artisan, 
and the manufacturer, may all make it subservient to their respective pursuits 
and interests. 



Annual Presents. 

YOUNG GENTLEMAN'S BOOK. Containing- a Series of 

Choice Readings in Popular Science and Natural History : together with Retrospective 
Essays, Conversations, Literary Reminiscences, &c. Price 10*. (id. 

" This volume contains 450 pages of closely printed matter, and deserves the patronage of every 
friend of elementary learning, and of e^e:y promoter of the diffusion of useful knowledge. It will 
afford much instruction and amusement to every young gentleman, and many an old one too. The 
numerous subjei ts which occupy its pasres, are treated'in a maimer ca ciliated to excite a luvc of the 
study of nature, of science, and of the arts. G ology and Geography— Astrmo ny and Natural History 
—Botany and Mineralogy, are alt discussed in a way that affords an interminable fund of amusement 
and instruction."— Cambridge Quarterly Revieto. 

" MY DAUGHTER'S BOOK." Containing a Selection of 

approved Readings in Literature, Science, and the Arts, adapted to the formation of the 
Character of Woman. By the Editor of " The Young Gentleman's Book." Price 10>. 6d. 

" ' My Daughter's Book' contains a variety of noiices on woman— her constitution, her r. lation; 
her accomplishments, and her dutits. It is a book dra'vn up in the best !.pirit, because i' does not 
Hatter the vanity of the sex. In audition to these matters, >t contains some ' exquisite poetry ' bv 
' various hands ;' and, what i* no le-is valuable, some, iuti renting fads regavdin» the phenomena of 
nature, conversation, and the progress of refinement. It is a work which w uld tend very powerfully 
to iu*tr«ct the mind, enlarge the undemanding, purify the taste, and improve the hea t." 

Educational Magazine, No. 7, 



22 Books printed for Sherwood Sf Co. Paternoster-Row. 



TO THE CLERGY, PAROCHIAL OFFICERS, AND RATE-PAYERS OF THE 
BRITISH DOMINIONS. 



Price os. 6d. a New Edition, being the 4lh, of the 

Parochial lawyer; or, churchwardens- and 

OVERSEERS' GUIDE : containing the whole of the Statute Law, with the De- 
cisions of the Courts of Law and Ecclesiastical Jurisdiction, on the Duties. 
Powers, and Liabilities of those Officers, with full and plain Instructions for their 
legal and efficient discharge ; and embodying all ihat is useful and practical in 
Dean Prideacx's " Instructions to Churchwardens." By JAMES SHAW, Esq. of 
the Honourable Society of the Middle Temple. Author of "Every Man his Own 
Lawyer; or a Practical Exposition of the Laws of England." 

*»» In the New Edition of this popular work are now first added — A Synopsis of 
Parochial Statistics; — Suggestions for the Amelioration of the Condition of the 
Poor; — Means for preventing the Increase of Parish Paupers, for diminishing the 
burthens and relief of R \te-Payers, aud for exonerating Parishes from the profli- 
gate expenditure and vexatious proceedings of Select Vestries ; together with the 
NEW ACT for the Amendment of the POOR LAWS, digested under distinct heads, 
for prompt reference. 

The Work is divided into Four Parts; the first and second re'ate to the Duties, 
Powers, and Responsibility of Churchwardens and Overseers, with the Manage 
inent, Relief, and Employment of the Poor, by Select Vestry, Guardians, or 
Trustees. The third and fourth Parts embrace the Law, Practice, and Proceed- 
ings of Open and Select Vestries, with some necessary information respecting the 
Office of Vestry Clerk, Parish Clerk, Constables, Sextons, &c. 



GrERMAN POPULAR STORIES, collected by MM. GRIMM, 

from Oral Tradition. Fourth Edition, illustrated with 22 Etchings by GEORGE 
CRUIKSHANK. 2 vols. 14*. bound. 

" This book ought to be in the possession of the man as a curiosity, and of the child as an ainu>e- 
luent."— Sew Monthly Magazine. 

" What with the German varieties in these well-known tales, and the clever designs of George 
Cruikshank, certain it is that the voiuraes dtsene unqualified praise."— Lit. Gaz. 

Morley on the Kingh Evil. 
AN ESSAY on the NATURE and CURE of SCROFULOUS 

DISORDERS, commonly called the KING'S EVIL. Deduced from long Observa- 
tion and Practice. Forty-second Edition, revised, with Additions, and above 
Sixty Cases, the Remedies in them used, and occasional Remarks. To which is 
prefixed, a Plate of the Herb Vervain, and its Root. Published for the good of 
Mankind, particularly the Common People. By the late JOHN MORLEY, Esq. 
of Halstead,in Essex. Price Is. 6d. stitched. 



HlNTS for the IMPROVEMENT of TRUSSES : intended to 

render their use less inconvenient, and to prevent the necessity of an Understrap. 
By the late JAMES PARKINSON. 9d. 

A PRACTICAL TREATISE on the EFFICACY and 

SAFETY of the DOLICHOS PRURIENS, or COWHAGE, internally exhibited in 
DISEASES occasioned by WORMS. By WM. CHAMBERLAINE. Tenth Edition. 4s. 

Dr. WILSON'S NARRATIVE of a VOYAGE ROUND THE 

World. Comprehending an Account of the Wreck of the Ship Goveruor Ready, in Torres 
Straits ; a Description of the British Settlements on the Coasts of New Holland, more 
particularly Raffles Bay, Melville Island, Swan River, and King George's Sound — 
their Natural Productions, Climate, Commerce, Agriculture, and Government ; the 
Character, Manners, and Customs of the Aboriginal Tribes; some Account of Van 
Dieman's Land and New South Wales ; Remarks on Transportation; the Treatment 
of Convicts during the Voyage; and Advice to Persons intending to emigrate to the 
Colonies. By T. B. WILSON, M.D. Surgeon, R.N. Member of the Royal Geographical 
Society. 8vo. with Plates and Map, 12s. bound and lettered. 



Books printed for Sherwood and Co. Paternoster -Row. 23 



Freemasonry. 

SlUNS a»d SYMBOLS, Illustrated and Explained, in a course of 

TWELVE LECTURES on FREEMASONRY. 1 volume, 8vo. Second Edit'on. By 
the Rev. G. OLLIVER, D.D. Vicar of Scopwick, Deputy Prov. G. M. for Lincoln- 
shire. New Edition, considerably enlarged, with many additional Notes, 8vo. 
price 9s. cloth. 

" V\ hat is Masonry 1 
A beautiful system of morality, veiled in allegory and illustrated by SYMBOLS." 

FREEMASON'S QUARTERLY REVIEW; consisting of 

Reminiscences, Memoirs, Original Papers and Essays, and Masonic Intelligence 
from all the Lodges in the Woi Id. 21 Numbers, continued Quarterly, price 3s. each. 

JaCHIN and BOAZ, or an Authentic Key to the Door of Free- 
masonry, with an appropriate Engraving; to which is added, a List of all the 
Lodges in the World. 8vo. sewed, Is. 6d. 

THREE DISTINCT KNOCKS at the DOOR of FREEMA- 

SONRY, being a universal description of all its branches, from its first rise to this 
time, as it is delivered at all the Lodges. Frontispiece, 8vo. Is. sewed. 

Mr. John Varley's Works on Drawing. 
A PRACTICAL TREATISE on the ART of DRAWING in 

PERSPECTIVE ; adapted for the Study of those who draw from Nature ; by which 
the usual Errors may be avoided. By JOHN VARLEY. Illustratated with numerous 
Examples, price 7s. 

VARLEY'S TREATISE on the PRINCIPLES of LANDSCAPE 

DESIGN; with General Observations and Instructions to Young Artists. Illustrated 
with Sixteen highly-finished Views. Elegantly printed in folio, price 21. hf.-bd. 

*** Mr. Thomas Smith, in his Art of Drawing, says, — " The celebrated water- 
colour painter, John Varley, is the only one who has ever attempted to write on the 
theory of etfect systematically, and his works I strongly recommend to those students 
who are well advanced." 

VARLEY'S PRECEPTS of LANDSCAPE DRAWING, ex- 

emplified in Fifteen Viws'e with Instructions to Young Artists. Price 5s. 

VARLEY'S STUDIES for DRAWING TREES; consisting of 

the Rudiments of Foliage, the Oak, the Weepinr Willow, the Chesnut, and the 
Elm, represented in Five Quarto Plates. Price 5s. 

VARLEY'S SPECIMENS of NINETEEN PERMANENT 

COLOURS, with particular Instructions for mixing and using them. Price 5s. 



ElGHT EASY LESSONS on the ART of DRAWING in PER. 

SPECTIVE ; illustrated with numerous Cuts, and adapted as an Elementary Guide 
for the Use of Students. By THOMAS SMITH. Price is. 6d. 



The Jesuits' Perspective. 

PRACTICAL PERSPECTIVE; or, an Easy Method of repre- 
senting natural OBJECTS according to the RESULT of ART, applied and ex- 
emplified in all the variety of cases, as Landscapes, Gardens, Buildings, and 
Figures: a Work highly necessary for Painters, Engravers, Architects) Em- 
broiders, Statuaries, Jewellers, Tapestry Workers, and all persons' con- 
cerned in Designing. Translated from the French, by E. CHAMBERS, F.R.S. In 
One Volume, 4to, with 150 Copperplates, price 11. lis. 6d. 



24 Boohs printed for Sherwood and Co. Paternoster-Row. 



Fenelon's Manual of Piety, translated by Mrs. Maid. I 

Elegantly printed, in a neat Pocket Volume, and embellished with aiiewPo, I 

price 2s. in boards, or 3s. bound and gilt, forming a very suitable Presen \ 
Young Persons, or as a Reward -Book in Schools, 

MANUAL of PIETY ; containing- PIOUS THOUGHTS cor, i 

cerning the KNOWLEDGE and LOVE of GOD: DIRECTIONS for a HOLVl 
LIFE, and the ATTAINING CHRISTIAN PERFECTION: and PIOUS REFLEC- 
TIONS for EVERY DAY in the MONTH. Translated from the French of FENELON, 
Archbishop of Cainbray,by Mrs. MANT. 

%* For the accommodation of the Public, the above little Books are sold sepa- 
rately, price Is. each, in boards; or 2s. in imitation of morocco. 

FeNELON'S PIOUS REFLECTIONS for EVERY DAY in tr I 

MONTH. Translated by Mrs. MANT. Sixteenth Edition. To which is added, < ! 
Sketch of the Life of the Author, and a Father's Advice to his Son. 

A very neat Edition of the Pious Reflections, with appropriate Poetical Illns [ 
tralions to each Day, priDted on large post paper, 2s. fid. bound and gilt. 

FENELON'S PIOUS THOUGHTS concerning the KNOW-| 

LEDGE and LOVE of GOD. and other Holv Exercises. To which are added, Dl- 
RECTIONS for a HOLY LIFE, and the ATTAINING CHRISTIAN PERFECTION. 

* # * These much-esteemed little Manuals of the Archbishop of Cambray havs 
been very favourably received by the Public; and the Publishers being desirous) 
of extending their circulation to the fullest possible extent, take leave "to reconi' 
mend them as a suitable Book for Presents or Distribution to the Clergy am 
Heads of Families, at 10s. erf. per Dozen, in boards. 



Hart's Hymns, Genuine Edition. 
New and beautiful Miniature Edition, price Is. 6d.ov neatly bound in roan, 2*. 

HYMNS, composed on VARIOUS SUBJECTS, with the Author'! 

Experience, the Supplement, and Appendix. By the Rev. J. HART, late Ministe 
of the Gospel in Jewin-Street. This is the only Edition in which the pages are 
printed according to the Author's Original Arrangement. 



Mason on the Lord's Supper. 
CHRISTIAN COMMUNICANT; or, a suitable Companioi 

to the LORD'S SUPPER: containing MEDITATIONS on every part of the Liturg I 
used by the Church of England at that DIVINE ORDINANCE. By W. MAS0N| 
Esq. With a recommendatory Preface, by the late Rev. WM ROMAINE, M.A 
A new Edition, printed with large letter, revised and corrected by the llev. H 
C. MASON, A.M. price 3s. fid. gilt and lettered. 

Also, by the same Author, 

PARLOUR PREACHER ; a Pack of Cards, for all who an 

determined to win Christ. Price Is. 

BELIEVER'S POCKET COMPANION ; or, One Thing needf 

to make Poor Sinners rich, and Miserable Sinners happy. Is. fid. bound. 



Palmer's Family Prayers. 
COLLECTION of FAMILY PRAYERS from the Devotion 

WRITINGS of BAXTER, WILLISON, WATTS, HENRY, BENNET, DODDRIDGE 
and others, with various occasional Forms. Selected and revised by the late Rev 
S. PALMER, of Hackney. Second Edition. Price 3s. 6d. bound. 

"WILLIAMS' BIBLE EXERCISES; or, Sunday Recreations 

Price Is. fid KEY to Ditto, 2s. 



Wilson and Ogilvy, Printers, 57 , Skinner Street, Lon 

LB N 'ib 



.] 

o 

c : 
P 
1 
X 
i 



] 

] 

! 



I 

1 

1 



